Blender 2.5 - Metaball Modeling
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Uploader Comments (ralusek)
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All Comments (21)
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Thanks a lot. Exactly what was I looking for. For real.
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@aaa984 a dragon's feet
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What are you making anyway?
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@XephSlayer dr dre - whats the difference
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What song is this, it's ballin.
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Hey! Interesting technique, I may try it :) Nice song :D
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after you convert it to a mesh, use decimate to as low as you wish (I try and keep it under .5) then after you apply the decimate, subdivide it all you wish. (this organizes the polygons to a much more workable state.)
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@golemkonty Remember Retopo
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lol that looks like spore
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how do you get a symmetrical model when using metaballs?
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very intuitive workflow like zbrush(thats why i love it) i tried it and it seems good, but the problem is about the final mesh that is produced from metaballs its so crappy! so i would stick with the old subdivision modelling because i can control my edgeflow! peace and respect!
golemkonty 1 year ago
@golemkonty ah, subd modeling is infinitely better for hard surface modeling, and many things. the only reason i would use metaballs is if you have a very good computer or if you have zbrush. the reason being, the crappy topology produced by metaballs is irrelevant for sculpting if you have HD geometry, or a good enough computer to divide that far :D.
but yes, the only thing these are good for is creating a basemesh for sculpting, no matter what you'll have to retopologize when you're through.
ralusek 1 year ago