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What is this used for?

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Thread replies: 20
Thread images: 5

What is this used for?
>>
probably an example of how certain subdivision tech works
>>
Edge loop flow control. Maintaining quadrilateral topology.
>>
>>498714
And how would i go about using this? because i think its meant to be for like soft areas on the lower side and hard areas on the top side.
>>
>>498715

No you retard, top is unsmoothed and bottom is subdivided.

A before and after.

It shows additional deformation caused which you need to be aware of if you use this kind of workflow.

If you don't know how to use it then you don't know enough for it to be of any value.
>>
>>498724
Explaining its smooth mesh preview when OP is asking about smooth mesh preview.
>>
>>498715

It's ways to terminate loops and what deformation effect they have when subdivided. Read the text above the sections.

Have 5 loops and want to turn them into 3? do 5 to 3.
>>
>>498729
>Have 5 loops and want to turn them into 3? do 5 to 3.
Ah, So. I was kinda right. If i want something super detailed on this side but i want it to be smooth on the other side i'd terminate it into a small amount of edge loops to prevent errors.

thank you.
>>
>>498724
Before and after? The bottom isn't a subdiv mesh of the top you complete and utter moron. Are you incapable of counting?
>>
>>498735
>what are isolines
>implying polygons can be curved

Come back when you have some experience.
>>
File: 1445301977862.png (160KB, 462x599px) Image search: [iqdb] [SauceNao] [Google]
1445301977862.png
160KB, 462x599px
>>498735

Not only are you retarded, but you're fucking blind too? Go to fucking bed.
>>
>>498738
Oh look, some retard wrote 'subdivided' and 'unsubdivided' - It must be correct.
That bottom mesh isn't subdivided; it's smoothed.
Subdividing is a method of smoothing, but that isn't it.
>>
>>498740

Ah, I can tell that you're clearly an imbecile. There's no point in trying to talk sense into you.
>>
>>498740

are you trying to say that the bottom mesh ISN'T subdivided?

That there are no additional polygons?

Explain the curvature of the lines then.

Go on, I'll wait right here.
>>
File: retards.jpg (171KB, 462x599px) Image search: [iqdb] [SauceNao] [Google]
retards.jpg
171KB, 462x599px
>>498743
>That there are no additional polygons?

There are no additional polygons.
>pic related
>>
>>498745

Jesus fucking christ, anon.

Look at the curvature of the lines you fucking idiot.
>>
>>498748

see >>498743
>That there are no additional polygons?

see >>498745
>pic related
>>
File: 9777.jpg (121KB, 859x463px) Image search: [iqdb] [SauceNao] [Google]
9777.jpg
121KB, 859x463px
>>498751

Protip, these two meshes have the same polycount. Except one shows the edgeflow of the mesh before smoothing as showing the post-smoothed wireframe is pointless.
>>
>>498745
>>498751
How do you think those lines get curved? It's because they are being subdivided. And you now what happens when you subdivide? You create more polygons... It's simply that it's DYNAMIC subdivision, it only temporarily subdivides it instead of applying it as an operation. Your GPU is still rendering just as many polys as if you manually subdivided the model up.
>>
File: 1376602956082.jpg (36KB, 409x409px) Image search: [iqdb] [SauceNao] [Google]
1376602956082.jpg
36KB, 409x409px
>>498740
Thread posts: 20
Thread images: 5


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