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No. I don't know any better because you can only edit triangle meshes in the program Art of Illusion that I have mostly used before. Currently these triangles are the result of how I am subdividing, I reckon. I'll figure out whether Blender has ways to subdivide without doing that. (I am guessing that if I select the whole object and do something that bumps up the overall resolution it will be more of a spline mesh effect.) Probably I can fix these triangles (partially) with some of the mesh clean up tools in Blender (or break down and do it in Meshlab).

It helps me to hear about these things because, as I say, I don't know any better.
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    Ah I see. Well I've never used Blender before. I've only worked with Maya and 3ds Max, but I just downloaded Blender and I see what you're saying about the subdivisions.

    I think you're using the "Subdivide" tool. It's very bad from what I can see and it creates triangles everywhere. You should use the "Loop Cut and Slide" tool instead, it gives better control from what I can see. And then you can delete the edges or collapse the vertices, or extrude depending on what you're trying to achieve. You should give it a try.

    There is a manual way to delete triangles. If you can make them fit a square. You know how if you cut a square diagonally, it turns into 2 triangles? It's that principle. If you can make them fit a square, then you can delete the diagonal edge and BAM you have a quad. Sorry if this sounds a bit confusing, it's hard to explain it in words.

    Also another important thing is that if you're modeling a symmetrical object, character or creature, it's best if you model half of it, and then mirror the other side. This way you can make sure that both sides have the same topology. You can even UV it before you mirror it, that way both halves would have the same texture, and it can save texture space.

    Sorry for this long rant, and I hope this helped you.
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      Permalink #273 
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    I should break down and buy Maya because Vue 9 will cooperate with it.

    I knew there was a way to mirror things because of my Mudbox trial last year but I haven't figured it out in Blender yet.

    I really needed to extrude a face instead of pulling out a single vertex to start those legs.

    Right now if I try deleting edges it makes holes to the inside. I am thinking that if I create new edges that make a triangle into a big quad plus a much smaller triangle I can eventually crunch most of the triangles down so small I can get rid of them somehow.

    At least using vertex smoothing with beauty fill and then convert tris to quad I am getting it a little better.
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    Last edited by arttorney; 01-12-2012 at 01:34 PM.
      Permalink #274 
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    I'm definitely not done with my centaur baby, but I'm now also messing around a little bit for the 3D Production Challenge 2012. http://cghub.com/forum/forumdisplay.php?f=114 Rather than fall back on the crutch of using a canned Makehuman base mesh or risk the curse of the triangles, I am building up my starts in SketchUp. I still want to redo the tail as a box and place it higher up (so I can push the crotch upward a little more). As you can see from the progression, I have already moved the arms from where I first had them.
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    According to Meshlab, the above one has 768 faces. I guess it's low-poly at the moment.
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    Last edited by arttorney; 01-15-2012 at 02:13 PM.
      Permalink #275 
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    I've been very busy at the day job. Here are some WIPS for New Worlds #38.
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      Permalink #276 
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    to be honest i like your post #274 .
    you improve a lot your 3d skill.
    i really want to try since age, i hope i will do it one day.
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    Thank you. Post 274 was made using the Google SketchUp program that is free to buy and easy to use. I just used a different program to make the backgrounds and slim the mannequin. I could have made it slim with SketchUp in the beginning if I was more careful to pay attention to anatomy.

    I made this to be a final for New Worlds #38.
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      Permalink #278 
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    This is a pilot drawing for a fine art piece I am going to paint as an acrylic. Maybe I will try for a more strategic location for the lights. I think this could stand to be unflattened a little.
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    Here is the edit
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    Last edited by arttorney; 02-29-2012 at 03:02 PM.
      Permalink #279 
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    I've been busy, but I am trying to build in time for artwork when I can find it. This is one of the attorneys I work with.
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      I really like that last drawing you did. It's really good, it has that graphic quality of comic books.
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      I am really busy, but still trying to draw when time permits. Otherwise I just feel I have lost track of who I was attempting to be. Scanning this as a black and white bitmap did not create a very flattering image. Sorry.
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      Last edited by arttorney; 05-10-2012 at 11:38 PM.
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      For New Worlds #44
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      Last edited by arttorney; 06-09-2012 at 09:28 PM.
        Permalink #283 
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      A parking garage.
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      Very hard to find time to draw now.
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      For New Worlds "Forgotten Plain"
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      Last edited by arttorney; 09-18-2012 at 10:53 PM.


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