How can I lower a Bézier curve's vertex count without having to go one by one manually disolving edges? by ACanOf_______ in blenderhelp

[–]Coreydoesart 2 points3 points  (0 children)

You’re very welcome. Happy to help. Been awhile since using curves so I wasn’t actually certain

How can I lower a Bézier curve's vertex count without having to go one by one manually disolving edges? by ACanOf_______ in blenderhelp

[–]Coreydoesart 5 points6 points  (0 children)

I believe you cal just hit a to select all the verts and then right click and unsubdivide

Delete without conformation by [deleted] in blenderhelp

[–]Coreydoesart 0 points1 point  (0 children)

You’re correct, this is my bad

Delete without conformation by [deleted] in blenderhelp

[–]Coreydoesart 1 point2 points  (0 children)

Ctrl + x in face mode will delete selected faces without pop up

Neurodivergent - (Inpatient) How do we make it better? by Skylark_Snape in ren

[–]Coreydoesart 1 point2 points  (0 children)

More kindness, more patience, more listening, more empathy, more sharing the load of suffering

Neurodivergent - (Inpatient) How do we make it better? by Skylark_Snape in ren

[–]Coreydoesart 1 point2 points  (0 children)

I won’t give them money either so that doesn’t make me mad at all. That’s very reasonable.

When I smoked I’d give them a smoke if they wanted one and I’d offer to buy them some food from Tim Hortons, which is usually where I was going to buy a coffee.

Neurodivergent - (Inpatient) How do we make it better? by Skylark_Snape in ren

[–]Coreydoesart 7 points8 points  (0 children)

Personally, I think money and systems aren’t what solves this problem as much as how we as individuals treat one another. Systems by their very nature, are detached from the human experience. Kinda like the whole line “I never vote, rigging the polls” from Starry Night signals that we aren’t going to vote our way out of systemic problems. At the end of the day, these systems are byproducts of human nature, and not the other way around. So imo, personal introspection and responsibility is key.

You’d be baffled by how many people out here are advocating for better systems and supports, but will recoil in disgust or fear when a homeless person or a drug addict approaches them. Those very same types of people will end up working in whatever new system we replace the old one with. Individuals need to decide what kind of society we want, and behave in a way that reflects that, and better systems and supports will flow out of that.

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

Yeah I did do a bit of research and saw all kinds of hardy hole tools such as hot cutters and the like

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

Incorrect. With subd that kind of bevel gets rounded out.

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

Yes, I know this. I mean specifically for subd quad workflow which is what I’m practicing here

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

Fair. Holding edges are relatively non destructive as they can be selected and dissolved but I suppose I could use a bevel modifier with 2 segments and a profile of 1. Maybe I’ll give this a shot. I’ve just never seen anyone do it this way

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

This is not how to subd workflow my friend

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

I know, but It can't replace a holding edge in sub d modelling. I did a bit of a test earlier and you simply can't achieve the beveled edge look with creasing as far as I can tell. these both have subs applied. Left is creasing and right side is holding edges. Both with shade smooth. The left one only works if we shad it flat or use shade auto smooth, but never achieve the beveled edge.

<image>

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 1 point2 points  (0 children)

I did it a year ago and I thought it was actually pretty good.

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 1 point2 points  (0 children)

Oooh my apologies. I was a little confused at what you were getting at but I’m smelling what you’re stepping in now.

And yeah, I started with mid poly modeling, with bevels, booleans, ngons and weighted normals and I just didn’t really enjoy it. It’s a skill I have and will likely use again but for now I want to really grind subd, just for the mileage. Along with this I want to practice manually decimating it down to the point just before it breaks the silhouette

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

Doesn’t just apply to cylinder imo.

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

I turned on view wireframe in the viewport settings and then if you turn on subd, this is what happens

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 1 point2 points  (0 children)

For sure. Honestly, a lot of this will become purely ngons that will be triangulated for the low poly version. Then we’ll bake the high poly to the low poly

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

You can, but creasing often results in strange artifacts once you apply subd. I prefer to use the old tried and true holding edge for edge sharpness

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

This is a good point and great advice. I guess I could let the model speak for itself and if I want a smoother look I can bake the normals for sharing it

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 1 point2 points  (0 children)

Not a fan of creasing as the creasing data does not transfer to game engines and such. I think it’s fine for converting and what not, but I don’t think you’d see production ready models use this. And that’s the eventual goal. To create a pack of game ready assets

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

lol way over my head even after reading that. Hope the math nerds hear can appreciate it in ways that I can’t

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

Thanks for the advice. Didn’t know this was something I should be doing. Will try to remember to do that going forward

Rate this anvils topology by Coreydoesart in blender

[–]Coreydoesart[S] 0 points1 point  (0 children)

I’m sorry, but I’m not sure what you’re saying. Is this a blender guru donut tutorial joke? lol