Maya Quadrangulate Workflow
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- Опубліковано 4 лип 2024
- In this video I show how the Quadrangulate command can help clean up a triangulated mesh into a mesh with quad faces.
Next I show my workflow for cleaning up more challenging models that do not quadrangulate correctly the first time round.
I hope you like the video! - Фільми й анімація
The solution looks to be great at 17:21. Thank you, Patrick !
some times doing a "unlock normals" command worked , but not always. Turning off keep hard edges on the quadrangulate options did it for me. Sir you are a SAVIOR. I literally banged my head because of this problem for YEARS!!!
Thanks for the kind words Crick! I am glad the video was helpful.
Thank you for pointing out the Unlock Normals function Crick! Unlock Normals changes the way the object's surface is shaded during viewport display / image render time, so they look smooth and continuous. Thus it is a shading/rendering related operation.This does not change the actual topology of faces, vertices and edges.
In comparison, Quadrangulate actually removes triangular edges. That changes the topolgy of the surface, so it will definitely affect the look of the geometry especially when poly smoothing is applied.
@@PatrickWoo I know uncheck every options will work, but didnt know why,Thanks for sharing these knowledge behind,
@@yingbowang3068 I am glad you found that useful! :)
@@PatrickWoo ppl tend to be fast learn some ways to get things done,.but in order to get fully use it, need to dig more deep, to have strong fundamentals ,such as normalmap.,and this tool u share. next time if i face a difficult triangle models, i know how to fix that :)
Really helpful! Thank you. All these details are useful especially if you have a problem mesh to convert to quads.
Thank you for appreciating the content Mark!
most underrated video :) ...
Thanks dude!!
Thank you for watching and appreciating this my friend!
Thanks dude, really good information 👌🏻👌🏻👏🏻👏🏻
Thank you for watching Cpt Black Dot!
Thanks
good examples,
I understand just 1min! Thankyou
Shiba DOG thank you for the kind words +Shiba!
thank you very much :)
Thanks for leaving a comment! :)
I know this video is old but I'd suggest maybe writing notes on what you want to explain before you record. Because even at double speed, it's still a bit of a pain to try to listen through because of the "uh"s and pauses and beating around the bush. Especially for the people who are a little more experienced with Maya. Despite that it was still quite helpful and informative, thanks :)
Thanks for the suggestions for improvement I appreciate that you are not critically slamming or condemning :)
Ingenius!
Evan Ricard, hope it helps with whatever you're doing!
thank you very much you Help me man Big Thanks
I'm glad to be helping, Ashraf!
17.04 is the start time, you will get the answer it's easy.
Maya 2015 - this is old. The user is in the "Polygons" menu set... no longer exists.
thanks helps,,
Thanks for watching!
I have a mesh exactly like the mesh at 1:50. I hit quadrangulate and literally nothing happens...I've deleted all history etc. What's wrong?
is it important to convert a triangle faces in a quad faces?
hi Anand
keeping square faces is a big thing in modelling. firstly, you can see where the lines "flow". this will help guide how the lines will sweep and guide the forming of creases. it will definitely help with curved surfaces when you need a smoothed.
The image in the following link shows a geometry with triangular faces after it smoothes out. you are not likely to achieve a continuously smoothed surface.
static1.squarespace.com/static/586b5c5b29687fbf8b601a98/t/58b597d18419c2e8738691a3/1488295911789/Subdivided+triangular+meshes
many effective subdivision algorithms will subdivide into quads.
some reason:
- much easier to see the topology
- easier UV mapping / editing
- easier Rigging / weight painting -> for nice animation you MUST create nice quad topology (that no means you can't use triangles, but the morphing areas need quads)
- less problem with normal map baking
Gosh, please talk faster! it took you 10 minutes to say go to [Mesh] > [Quadrangulate] . then untick [keep hard edges] . simple as that !
Ahahaha I just read this and tried it and it worked hahaha. just saved me 30 minutes thnx
i agree :D but the video is still good.
Sure you can do that. He's explaining the workflow and techniques of fixing the topology as the algorithm is not the best.
how does this video have downvotes? oO
too much words(
Try playing it at 2x speed.
too much poly in your english