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cyninja3

Wanna see the first model i have ever made?

19 posts in this topic

My_first_model_improved.jpg

Improved_first_model_2.jpg

Yup my first model, I am new to modeling and decided to make a Arm Chair so here it is.(BTW I know that render color here isn't really a texture just felt that gray was 2 bland.)

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Eek.

All those black things there, are bad faces :x

Your polys should only have 4 verts, or 3 if you're like that. I have a feeling those ones on the side have like 40 -.-

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I wouldn't sit on that! :D It's okay, but as InZaneFlea mentioned, you got errors/invalid vertexes or polys.. Something like that. But hey, you started to make models and stuff!

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All those black things there, are bad faces :x

No, shoddy smoothing.

Your polys should only have 4 verts, or 3 if you're like that. I have a feeling those ones on the side have like 40 -.-

No, it doesn't matter how much vertices a polygon has.

Make sure the vertices are properly welded, remove unnecessary vertices and revise the smoothing groups.

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When it comes to organic modeling it matters all to hell, else you'll get faces that look JUST like everything on that chair.

So sue me for modeling characters for the past 13 weeks >.>

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<.< It's okay Sporkeh. I'm sure it's really just a normal cloth / fabric chair, and I lost.

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No, it doesn't matter how much vertices a polygon has.

lul, wut. Yeah it does.

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For organics it does (quads are ideal), but it doesn't matter for flat surfaces.

PS lul means wang in Dutch.

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Hahaha, wang....

Quads are important for proper... everything, really. It's proper etiquette. Like not wearing jeans at the golf course.

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For good flow.

Edgeloops ftw.

...Its a couch.

slide.jpg

More than 4 vertices per polygon. Yay.

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Sporkeh I'm going to let you know, you can't get away with that in the actual industry. It's basically a requirement that you keep everything in quads or tris, regardless of what it is. You can cut, as long as you create proper edges to divide ngons.

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