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Subdivision Surfaces: Artifacts

The topology or mesh pattern of a model can drastically affect the smoothing of a model. Here Greg Petchkovski demonstrates how to avoid smoothing artifacts. A must watch for anyone modelling with ...  
 
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McAlen (1 day ago) Show Hide
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just awesome
Ishkiia (1 month ago) Show Hide
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Incredible video that gives quite a bit of solution for those issues that seem to never be talked about. Experts tend to keep these simple things to themselves to keep an edge. Well done !
Alusaint (1 month ago) Show Hide
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this video deserves more views
KevBoy3D (5 months ago) Show Hide
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Very well done animation about a very fuzzy topic, it explained a lot of stuff really well. I especially love the hand example near the end with the edges looping back in the direction they came from, brilliant!

Just one note: subdivision is now popularly quad based, but there are subdivision schemes that works with triangles best or even have a hybrid approach using both. I'm not sure whether there's a scheme that just doesn't care.
mswertfager (5 months ago) Show Hide
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Finally, someone who explains it well...very well. I soooo appreciate it. There are several articles out there, that just don't explain Non-quad issues and non-quad resolution well. From now on, GorillaCG is my 1st stop!
veers0r (6 months ago) Show Hide
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Thanks :)
dameandrake (7 months ago) Show Hide
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wow that was good!
spinifers (8 months ago) Show Hide
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Thank you so much!
kaeru02 (8 months ago) Show Hide
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Nice , really nice , thank you.

Peace :-).
lumgik (9 months ago) Show Hide
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This explains very clearly why non-quads and poles with more than 4 sides are not prefered~
Nice explainations!
Good Job!

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