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Right approch to 4 sided low poly count meshes
I’m currently building a stage for a projection mapping project. I need to design a cave / cavern like space with a low poly feel to it.
My first attempt to make the space by mesh editing a cube was not working well.
I am looking for a final result where all faces are 3 or 4 sided polygons and the shape and scale of the poly segments are somewhat varied.
I’ve linked a low poly cave which has the ascetics I’m aiming for.
I would be very grateful if anyone could point me in the right direction in how to attain that effect.
read 933 times
5/3/2015 4:46:40 AM (last edit: 5/3/2015 4:58:36 AM)
read 884 times
5/4/2015 5:59:12 PM (last edit: 5/4/2015 5:59:12 PM)
the important thing to do is clear all smoothing groups from the mesh
read 883 times
5/4/2015 6:00:38 PM (last edit: 5/4/2015 6:00:38 PM)
1. make a cylinder with lots of faces
2. Add noise modifier
well.. it will be a very regular cave, after that
3. taper modifier to make it wider at the bottom
4. melt maybe if you want flat ground
5. optimize to random up the topology a little
6. manual touchups with soft select / ffd / whatever
and yea no smoothing groups.
read 875 times
5/4/2015 11:02:39 PM (last edit: 5/4/2015 11:02:39 PM)
Fantastic, thank you!
read 863 times
5/5/2015 3:32:09 AM (last edit: 5/5/2015 3:32:09 AM)
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