vertheim.com
  • Modelling
    • Links >
      • Modelling Hair & Fur
      • Paint Deformation
      • Painting with Objects
    • Types of Modelling >
      • Hard Edge Modelling
      • Poly Modelling >
        • VTMs >
          • Basic Geometry >
            • How to stop geometry using kites
            • Example of where to use kites
            • Poles
            • Extruding for Animation
            • Simple Muscle Definition
          • How to Start a Human Torso
          • Hands
          • Blocking Out a Hand
          • Modelling Hellboy's Head .vtm >
            • Simple breakdown in PDF format
          • Facial Geometry
          • Advanced Body Geometry
          • Cloth Modifier >
            • Making a simple tablecloth
            • Making a Cushion
            • Cloth Help files
          • Modelling Wire mesh
        • Images for Modelling Characters
      • Patch Modelling >
        • VTM
      • Spline Modelling >
        • VTMs >
          • Working with Splines
          • How to build a spline car >
            • Part 1
            • Part 2
            • Part 3
            • Part 4
            • Part 5
            • Part 6
        • Spline Car Images for VTM
      • Map Modelling >
        • Using Maps to Model (displace) >
          • VTM
      • NURBS
      • MakeHuman
    • Architectural Stuff >
      • Five AutoCAD Tips That Make a Big Difference
      • AEC Extended
      • Windows
      • Doors
      • Walls
    • Tools >
      • Realigning Pivots
      • Containers, Xrefs & Proxies >
        • Containers
      • The Array Command
      • Graphite Modelling Ribbon >
        • Read Me!
        • VTMs >
          • Painting Objects
          • Freeform Tools
          • Conform Tools
      • Optimising & Analysing
      • Solving Ngons
      • Populate Tool
      • Perspective Match
    • Speeding Up Production with a Custom UI in 3ds Max
    • Speed up your Workflow in 3DS Max!
    • Why are Ngons & Triangles so Bad?
    • Modeling with Quads or Triangles - What Should I Use?
    • Subdivision / Open Subdiv
    • Different File Formats. Which one?
    • Useful Geometry Images - How & Why
    • Retopology
    • Retopology workflow in 3ds Max - the how and why
    • Hard Edge modelling vs Organic Modelling
    • 10 Anatomy Tips for 3D Modelling
  • Photoshop
    • Links
    • Day to Night
    • The RAW Format >
      • RAW Images
      • ACR Camera Raw Filter Photoshop Clarity
      • Editing RAW Images
      • How to Read a Histogram
    • Pixelflakes.com
    • Animating in Photoshop (Video)
    • Animating in Photoshop (Keyframe)
    • Photographic Retouching and Manipulation
    • Young to Old - The Aging Process
    • Turn Anything into Fire
    • From Destructive to Constructive
    • CS4 VTMs >
      • 3D Cross Section
      • 3D Layers 1
      • 3D Layers 2
      • A Better Impression
      • Adding Depth
      • Ageing Process
      • Animation
      • Beards & Stubble
      • Blending Options
      • Boxing Clever
      • Cartoon Distortion
      • Change of Skin
      • Change of Skin 2
      • Clone Tool
      • Combining Body Parts
      • Complex Shadows
      • Content Aware 1
      • Content Aware 2
      • Custom Brush Design
      • Day for Night
      • Digging Graves
      • Drawing Ribbons
      • Easy Multiple Adjustments
      • Explosions
      • Flyaway Hair
      • Folds & Wrinkles
      • Free Transform
      • Hard Light Shading
      • Image Warp
      • Layer Masks
      • Lock & Load
      • Magical realism
      • Making it Rain
      • Metal with Curves
      • Moving Eyes
      • Multiple Shadows
      • Multiple Strokes
      • Opening Doors
      • People & Cars
      • Perspective Crop
      • Perspective Drawing
      • Portrait Restoration
      • Refine Edges
      • Replace Colour
      • Reverse Ageing
      • RGB & CMYK
      • Rust & Grime
      • Selection Basics
      • Selective Hue - Saturation
      • Silver into Gold
      • Turning Heads
      • Vanishing Point
      • Visible Light
      • Watercolour
      • Window Light
    • Basic CC Training by Digital Tutors
    • CS6 Keyboard Shortcuts
    • Upscaling Images in PS CC
    • Ivy Generator
    • Mr Bean
    • Normal Maps >
      • Nvidia Plugins
    • Brushes >
      • How to load Brush files
      • Brush Tool .vtm
      • Custom Brushes (no images)
      • Custom Brushes (with images) >
        • Destroyed Heraldry
        • Abstract Splatter
        • Destroyed Elements
        • Hand drawn Floral
        • Hand drawn Heraldic Designs
    • Colour Correcting & Matching using Curves
    • How to Use Layer Masks in Photoshop
    • Creat Ice Effect
    • Make a fantasy composite landscape
    • Discover Layer Masks in Photoshop CS6
    • 10 Tips on becoming a Hotshot Character Artist
    • Matte Painting >
      • Direct Links
      • 3 Great Matte Tutorials
      • CGMA Competition
      • Nathalie Mathé
      • 3D Artist - Matte Painting
      • Build a Matte Image using VUE
      • The Matte Paintings of the Star Wars Trilogy
    • Painting Direct on a 3D Model >
      • CS5 & Earlier >
        • Level: Beginner >
          • VTM
        • Level: Advanced >
          • VTMs >
            • Part 1
            • Part 2
            • Part 3
      • CS6 >
        • VTM
      • CC >
        • VTM
    • Creating 3D Objects in CS6
    • 3D - What's new in CS6 .pdf
    • Day to Night >
      • for Animation / Film using After Effects
      • for Stills using Photoshop
    • Using Perspective and Vanishing Point to make realistic composites
    • Using Perspective or Vanishing Point Filter >
      • VTM
      • Image used
    • Creating a 360 degree Photo
    • Techniques for Creating Realistic Eyes for Another Level of Believability
    • Blending Modes Explained
    • Tools >
      • Actions
      • Blur Tools in CS6
      • Edit / Transforms
      • 2D Displacement Maps >
        • VTM
        • Images for VTM
      • Liquify
      • Pen Tool Basics
  • Lighting
    • Links
    • An In-Depth look at Lighting
    • Volumetrics >
      • Direct Link
      • VTM
    • Ambient Occlusion >
      • VTM
      • Tutorial on Simple Nspace & AO
    • Shadows >
      • Types of Shadow - Help files & Other .vtms
      • Direct Links to books & sites
      • VTM
    • Caustics >
      • A Brief look at Caustics.pdf
      • VTM
      • Caustics Generator
    • Glow & Glare >
      • VTM
    • I.E.S. Lighting Files >
      • VTM >
        • What to do with an IES file
      • IES Viewer
      • IES Generator
      • IES Files >
        • Read Me First
        • Downlighting
        • Emergency
        • Fluorescent
        • Industrial HID
        • Rough Service
        • Track Lighting
    • MR Exposure Controls >
      • VTM
    • Stage Lighting
    • 24 things you should know about lighting
    • How to get better at Lighting
  • Substances
    • Substance Materials >
      • VTM's
    • Substance Designer >
      • Designer VTM's by Allegorithmic
      • Substance Designer Insanity Awards 2018
    • Substance Source >
      • Source Link Page
      • Mark Foreman's Medieval World
    • Substance Painter 2018 >
      • VTM's >
        • Introduction
        • 01 - Creating and setting up a project
        • 02 - Baking maps used in the texturing process
        • 03 - Creating the base paint material
        • 04 - Finishing the painted material and creating rust
        • 05 - Finishing the rust material
        • 06 - Applying Smart Materials and Layer Instancing
        • 07 - Using the brush system
        • 08 - Using Paint Effects, Projection and Cloning tools
        • 09 - Using Anchors
        • 10 - Masking materials with ID maps and Polygon Fill Tool
        • 11 - Creating the dirt and glass materials
        • 12 - Rendering a portfolio image and exporting maps
        • Project files
  • Textures
    • Links
    • How to Create a Material Library in Max 2015
    • Library >
      • Textures >
        • Computer Generated
        • Seamless / Tileable >
          • Bark
          • Brick
          • Fabric
          • Grass
          • Metal
          • Road
          • Rust
          • Stone
          • Wall
          • Wood
        • Sticky Tape
        • Foliage
        • Circuit Board
        • Paper >
          • Paper
          • Old Books
        • Grunge
        • Metal >
          • Assorted
          • Rust
        • Vectors
        • Wood
        • Water
        • Cement >
          • Cement
          • Stained Concrete
        • Fabrics
        • Peeling Paint
        • Odds & Ends
        • Trees & Foliage >
          • Maps
          • Bump
      • Images >
        • Free Images
        • Skulls
        • Assorted Photo Scenes
        • Lightning
        • Wraparound & Widescreen Images
        • Assorted Matte Paintings
        • Pirate's Galleon
        • Rocks & Stone
        • 140 Trees & Bushes
      • Blueprints >
        • Links
        • Vehicles
        • Aircraft
        • Buildings
        • Marvel Characters >
          • Male
          • Female
          • Other...
      • Map Sets >
        • Alien Wall
        • Stone Carved Wall
        • Lumpy Sharp-edged Wall
        • Mossy Castle Wall
        • Carved Rosewood Panelling
        • Distressed Concrete Blocks
        • Muddy Wagon Tracks
        • Art Deco Doors
        • Lava Cracks
      • Assorted .psd Texture Files
    • Render to Texture (Baking) >
      • Direct Link
      • VTM
    • Viewport Canvas >
      • Links
      • Paint Models directly in 3ds Max
      • Read Me >
        • Introduction and Custom Brushes
        • PSD Workflow and Using Render to Texture
        • Viewport Canvas and Render Surface Map
        • Matte Painting and Viewport Canvas
    • Road Texture Generator
    • Applying Textures >
      • UVW Unwrap >
        • VTMs >
          • Unwrapping in Max 2017
          • Great Link
          • Drinks Carton
          • Hand
          • Pelt & Peel
          • External VTM,s Parts 1 - 10
          • Peel
        • VTM Images >
          • Carton
          • Hand
        • VTM .psd Files >
          • Carton
          • Hand
        • Max file for the Hand
      • Camera Mapping >
        • VTMs >
          • Part 1
          • Part 2
          • Part 3
        • Images For Camera Mapping Exercise
        • Images for you to practice with
    • Shaders >
      • Autodesk help on Shaders
      • Submerge
    • Creating Textures >
      • Composite Materials (NOT multi-sub)
      • Ivy Generator
      • Tips for Creating Perfect Normal Maps Every Time
      • Normal Maps >
        • Tutorials
        • Projection Mapping
        • The Atomic Thrust Bucket >
          • VTM
      • 3D Displacement Maps >
        • VTM
      • Tileable Textures >
        • VTMs >
          • Part 1
          • Part 2
        • Mix Maps
      • Mix Maps & Vertex Painting
      • Hair & Fur >
        • Direct Link
        • VTM
      • Sub Surface Scattering >
        • What is it?
        • Epic Tutorial
        • VTM
      • Procedural Maps >
        • VTM
    • Plug-ins >
      • Advanced Procedural maps
    • The Problem with Hair... >
      • Modelling Hair
      • Making Hair with Planes
      • Using Hair & Fur
    • PTEX
  • Animation
    • Alan Becker - Stick man Master
    • Adobe Character Animator
    • Links
    • Animation Terminology
    • Animating Cameras for Architectural Visualisation
    • Emphasizing Animation Timing to Convey Weight and Force
    • Animation Body Mechanics - Understanding Exaggeration
    • Fire Effects using Particles
    • Animation for Games
    • Character Studies? Yes, Please!
    • Particles >
      • Sparks
      • Pouring Beer
    • Rigging >
      • Cat Rig Setup
      • Skinning
      • Skin Morph
      • Skin Wrap
      • Facial Rig
    • Roboball - Read Me >
      • Part 1 - Animation
      • Part 2 - Shading
      • Part 3 - Shading
      • Part 4 - Compositing
    • How to make objects disappear using procedural maps
    • Artist Guide to Motion Graphics >
      • Read Me First >
        • Part 1 >
          • Introduction and project overview
          • Initial project concept and storyboards
          • Adding lights to the scene in 3ds Max
        • Part 2 >
          • Using mental ray materials
          • Using 3ds Max particles to create sparks
          • Getting acquainted with State Sets in 3ds Max
        • Part 3 >
          • Using State Sets to create custom render passes
          • Separating scene elements using State Sets
          • Using Render Elements in 3ds Max
        • Part 4 >
          • Creating 3D elements that can be transferred to After Effects
          • Using the 3ds Max Compositor View
          • Installing the Autodesk Compositor Link plugin for After Effects
          • Overview of Media Sync workflow between 3ds Max and After Effects
          • Using Helper Objects to quickly place 3D layers
          • Using 3D Nulls to drive 2D effects like lens flares
        • Part 5 >
          • Baking an expression to fix motion blurred camera animation
          • Creating glows and changes with the Object ID pass
          • Overview of the compositing techniques use in the final render
          • How to install MAXScripts and add them to the interface
          • Creating custom attributes and transforming selected objects
          • Controlling many objects simply with MAXScript and expressions
    • Principles of Animation >
      • Digital Tutors' 12 Principles
      • 12 principles
      • Staging
      • Exaggeration
      • The 12 Principles Simplified
    • How to Link Sub-Objects to helpers
    • Rigging (3D Artist)
    • Pushing Your Rigs to the Limit - Using Exaggeration for More Appealing Animation
  • Rendering
    • Links
    • 5 Rendering Tips for Animators When Adding the Final Touches to Your Demo Reel
    • Basic Render Elements
    • Produce Expert Renders
    • Quicksilver >
      • Direct Link
    • Mental Ray >
      • Final Gather vs. Global Illumination
      • Global Illumination & Final Gather >
        • For Still Images >
          • VTM
        • For Animation >
          • VTM
      • Proxy Objects >
        • Xrefs
        • Containers >
          • VTMs
        • XRef vs Containers
        • MR Proxies >
          • VTM
    • V-Ray >
      • The BIG V-Ray Book
    • Corona >
      • Sub Surface Scattering with Corona MTL
    • Tools >
      • Level of Detail Utility
    • Simple Render Passes
  • 3ds Max for Beginners
  • Maya
    • Introduction to MAYA 2019
    • Basic
  • Mudbox
    • Tips for Beginners
    • Sculpting VTMs
    • Sculpting Films
    • Materials & Textures
    • Mudbox & Photoshop
    • Map Extraction
    • Retopology
    • Modelling using Displacement Maps
    • Creating hard surface stamps for Mudbox
    • Creating Vector Displacement Stamps
    • Using Vector Maps
    • Lighting
    • Using the Pose Tools
    • Ptex VTM
    • PTex - Mudbox to Max
    • Rendering Ptex with Mudbox, Maya & MR
    • The Jason Welsh Boxset >
      • Retopology Phase
      • Hard Surface Brushes
      • Creating Stamp from an Alpha
      • Image to Stamp without height information)
      • Texture to stencil
      • Sculpting with Stencils
      • Uniform Subdivision
      • UV Phase
      • Mapping Phase
      • Combining Normal Maps
      • Specular Map Option
      • Painting Option
      • Post Processing Texture Phase)
      • Post Processing Preview Cleanup and Repair Phase)
  • PBR Materials
  • Epic Games
    • Creating Materials in UE4
    • Hotkeys, Naming conventions etc.
    • Unreal Studio >
      • Preparing Models and Datasmith
      • Lightmass and Beyond
      • Steamroller
      • Unwrapping for Arch Vis
    • Unreal Engine >
      • Doors
      • Changing cameras
      • Complete Lighting Workflow
      • Beginners Guide
      • Big VTM for beginners
      • Must see! Speed Level Design
  • Post Production
    • After Effects Tutorials by Surfaced Studio >
      • Beginner >
        • How to Create Cool VFX
        • Compositions & Pre-Composing
        • Introduction to Masking
        • Adjustment Layers
        • Track Mattes
        • Parenting
        • Null Objects
        • 3D
      • Intermediate >
        • Muzzle Flash
        • How to Morph / Warp an Object
        • Advanced Morphing
        • Realistic Bullet Effects
        • How to get Hit by a Car
        • Motion Tracking
        • Explosions
        • How to Curve a Bullet
        • Bullet Hit Destruction
        • Make a Shooting Look Real
        • Common Green Screen Mistakes
        • How to Clone Yourself
      • Advanced >
        • How to Move a Camera Through a Wall or Floor
        • VFX - Dissolve into Crows (Short & Breakdown)
        • VFX - Dissolve into Crows Tutorial
        • How to Blow Up a Motorbike
        • Compositing Fireworks
        • Breaking Through a Roof
    • Dramatic Lighting in After Effects
    • Post Production in After Effects
    • After Effects, 3ds Max - Motion tracking, match moving & camera tracking
    • Mass FX, 3ds Max - Ball and Chain Complex Rigid Body Constraint
    • Links
  • Photography
    • Concepts & Terminology
    • Camera Equipment & Accessories
    • Editing & Post Processing
    • Colour Management & Printing
    • Understanding the F Stop
  • Photogrammetry
    • Photogrammetry
    • Create 3D Models & Textures From Photos
  • Photorealism Explained
  • 3D Scanning
    • Fuel 3D / Scanify
    • 3rd party stitching >
      • Autodesk Meshmixer
      • Meshlab
  • Games
    • Character, Controls, Camera: The 3Cs of Game Development
    • 10 Things Professional Game Artists Wish They Knew When They First Started
    • Animation for Games
    • Vehicle Game Asset
  • Film
    • Hollywood VFX
    • Practical Effects and Digital Effects
    • Reel FX Helps Write The Book of Life
    • Behind the Scenes of X-Men: Days of Future Past
    • Gravity
    • 'Atlantis' Rope Bridge scene by Vine Studios
    • The Evolution of VFX in Movies: The 60s Till Now
  • Work
    • How to become a Successful Freelance Artist
    • If Every 3D Job Requires "Job Experience" How Will I Ever Break into the Industry?
    • Build a Professional Showreel
    • Create Your Best Showreel
    • Five Tips for Critiquing Your Own Work
    • Demo Reel and Portfolio Tips from Game Industry Professionals
    • Escape Studios Careers Guide 2016
  • Drawing, Sketching etc
    • 10 Tips on becoming a Hotshot Character Artist
    • Planning your Drawing
    • How to Draw a Human Head
    • Drawing a Human Head at Different angles
    • Drawing Mouths and Lips
    • Mouth Expressions
    • Gesture Drawing
    • Dramatic Facial Expressions
    • Drawing Eyes
    • Drawing Hands
    • Drawing Emotion
    • Female Body Construction
    • Foreshortening
    • Drawing Anatomy >
      • Drawing Anatomy Pt 1
      • Drawing Anatomy Pt 2
    • How to Find Natural Rhythm Lines
    • Perspective
    • The Character design Process
    • Poses
    • Western vs Anime
    • How to Create Realistic Textures >
      • How to Create Realistic Textures Pt 1
      • How to Create Realistic Textures Pt 2
    • How to Create Realistic Textures Pt 3
  • What's new in Max 2019
  • Odds & Ends
    • Cinemagraphs
    • Trees
    • RSS Feeds >
      • Technology Magazines
      • 3D Artists
      • 3D Printing
      • Science Fiction
      • Tech Radar
      • ScriptSpot.com
    • Graphic Design >
      • Understanding Design Jargon: Design Principles
    • External Links >
      • Luciano Sgarbi
    • How to set up a Project Folder
    • Sound >
      • Intro to Prosound
      • Free WMA-MP3 Converter
      • Royalty Free Music
      • Sounds >
        • Links
        • Alarms
        • Animals
        • Computers
        • Email
        • Sound Effects
        • Voices
        • Gunfire
        • Short Tunes
    • Scripts >
      • 3D Stereoscopy
      • Brickerizer
      • Camera Switcher
      • Clay Render
      • Resource Collector
      • Deformed Edges
      • Rockmaker
      • BookScatter
      • Material Creator / Randomisor
      • Quick Ambient Occlusion
      • Fracture
      • Links
    • Scanned Stuff >
      • Produce Expert Renders
      • The Future of VFX
      • Rigging (3D Artist)
      • Build a Matte Image
      • 3D Artist - Matte Painting
      • Atmospheric Arch-Viz Renders
      • 50 ZBrush Secrets
      • Animation for Games
      • Wooden Arch Viz Interiors
      • Dramatic Lighting in After Effects
      • 50 Tips for better characters
      • The Art of Arch Vis
      • 50 Hot Topology Tips
      • Post Production in After Effects
      • Create Your Best Showreel
      • Get a Job in the Games Industry
      • Create 3D Games Assets
      • Digital Doubles
      • 3D Printing
      • Essential CG Projects
      • Vehicle Game Asset
      • Turbo - The Art of Dreamworks
      • Facial Animation
      • CG Worlds
      • 3ds Max 2014
      • Gravity
      • Art of Sci-Fi
      • Rigging in Max
    • 3DS Models >
      • Previews
  • Video Encoding
  • Glossary
    • Modelling
    • Materials
    • Maps
    • Lighting
    • Animation
    • Modifiers
    • Rendering
    • Scripts
    • Shadows
  • VR & AR
  • Modelling
    • Links >
      • Modelling Hair & Fur
      • Paint Deformation
      • Painting with Objects
    • Types of Modelling >
      • Hard Edge Modelling
      • Poly Modelling >
        • VTMs >
          • Basic Geometry >
            • How to stop geometry using kites
            • Example of where to use kites
            • Poles
            • Extruding for Animation
            • Simple Muscle Definition
          • How to Start a Human Torso
          • Hands
          • Blocking Out a Hand
          • Modelling Hellboy's Head .vtm >
            • Simple breakdown in PDF format
          • Facial Geometry
          • Advanced Body Geometry
          • Cloth Modifier >
            • Making a simple tablecloth
            • Making a Cushion
            • Cloth Help files
          • Modelling Wire mesh
        • Images for Modelling Characters
      • Patch Modelling >
        • VTM
      • Spline Modelling >
        • VTMs >
          • Working with Splines
          • How to build a spline car >
            • Part 1
            • Part 2
            • Part 3
            • Part 4
            • Part 5
            • Part 6
        • Spline Car Images for VTM
      • Map Modelling >
        • Using Maps to Model (displace) >
          • VTM
      • NURBS
      • MakeHuman
    • Architectural Stuff >
      • Five AutoCAD Tips That Make a Big Difference
      • AEC Extended
      • Windows
      • Doors
      • Walls
    • Tools >
      • Realigning Pivots
      • Containers, Xrefs & Proxies >
        • Containers
      • The Array Command
      • Graphite Modelling Ribbon >
        • Read Me!
        • VTMs >
          • Painting Objects
          • Freeform Tools
          • Conform Tools
      • Optimising & Analysing
      • Solving Ngons
      • Populate Tool
      • Perspective Match
    • Speeding Up Production with a Custom UI in 3ds Max
    • Speed up your Workflow in 3DS Max!
    • Why are Ngons & Triangles so Bad?
    • Modeling with Quads or Triangles - What Should I Use?
    • Subdivision / Open Subdiv
    • Different File Formats. Which one?
    • Useful Geometry Images - How & Why
    • Retopology
    • Retopology workflow in 3ds Max - the how and why
    • Hard Edge modelling vs Organic Modelling
    • 10 Anatomy Tips for 3D Modelling
  • Photoshop
    • Links
    • Day to Night
    • The RAW Format >
      • RAW Images
      • ACR Camera Raw Filter Photoshop Clarity
      • Editing RAW Images
      • How to Read a Histogram
    • Pixelflakes.com
    • Animating in Photoshop (Video)
    • Animating in Photoshop (Keyframe)
    • Photographic Retouching and Manipulation
    • Young to Old - The Aging Process
    • Turn Anything into Fire
    • From Destructive to Constructive
    • CS4 VTMs >
      • 3D Cross Section
      • 3D Layers 1
      • 3D Layers 2
      • A Better Impression
      • Adding Depth
      • Ageing Process
      • Animation
      • Beards & Stubble
      • Blending Options
      • Boxing Clever
      • Cartoon Distortion
      • Change of Skin
      • Change of Skin 2
      • Clone Tool
      • Combining Body Parts
      • Complex Shadows
      • Content Aware 1
      • Content Aware 2
      • Custom Brush Design
      • Day for Night
      • Digging Graves
      • Drawing Ribbons
      • Easy Multiple Adjustments
      • Explosions
      • Flyaway Hair
      • Folds & Wrinkles
      • Free Transform
      • Hard Light Shading
      • Image Warp
      • Layer Masks
      • Lock & Load
      • Magical realism
      • Making it Rain
      • Metal with Curves
      • Moving Eyes
      • Multiple Shadows
      • Multiple Strokes
      • Opening Doors
      • People & Cars
      • Perspective Crop
      • Perspective Drawing
      • Portrait Restoration
      • Refine Edges
      • Replace Colour
      • Reverse Ageing
      • RGB & CMYK
      • Rust & Grime
      • Selection Basics
      • Selective Hue - Saturation
      • Silver into Gold
      • Turning Heads
      • Vanishing Point
      • Visible Light
      • Watercolour
      • Window Light
    • Basic CC Training by Digital Tutors
    • CS6 Keyboard Shortcuts
    • Upscaling Images in PS CC
    • Ivy Generator
    • Mr Bean
    • Normal Maps >
      • Nvidia Plugins
    • Brushes >
      • How to load Brush files
      • Brush Tool .vtm
      • Custom Brushes (no images)
      • Custom Brushes (with images) >
        • Destroyed Heraldry
        • Abstract Splatter
        • Destroyed Elements
        • Hand drawn Floral
        • Hand drawn Heraldic Designs
    • Colour Correcting & Matching using Curves
    • How to Use Layer Masks in Photoshop
    • Creat Ice Effect
    • Make a fantasy composite landscape
    • Discover Layer Masks in Photoshop CS6
    • 10 Tips on becoming a Hotshot Character Artist
    • Matte Painting >
      • Direct Links
      • 3 Great Matte Tutorials
      • CGMA Competition
      • Nathalie Mathé
      • 3D Artist - Matte Painting
      • Build a Matte Image using VUE
      • The Matte Paintings of the Star Wars Trilogy
    • Painting Direct on a 3D Model >
      • CS5 & Earlier >
        • Level: Beginner >
          • VTM
        • Level: Advanced >
          • VTMs >
            • Part 1
            • Part 2
            • Part 3
      • CS6 >
        • VTM
      • CC >
        • VTM
    • Creating 3D Objects in CS6
    • 3D - What's new in CS6 .pdf
    • Day to Night >
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vertheim.com

Modeling with Quads or Triangles - What Should I Use?


courtesy of DT
Modeling with Quads or Triangles - What Should I Use?

Should I use quads or triangles on this model? The truth is, while it can come down to preference, there are some key advantages to using quads to create your models. It’s also not the end of the world – or your model – if you use both, but it is recommended to use as few triangles as possible to save you some major headaches down the line.

Understanding the different polygons.

For a modeler, there are only three polygons that matter.

Triangles

Triangle

A triangle is the simplest polygon that is made up of three sides or edges connected by three vertices, making a three sided face. When modeling, triangles are typically a polygon type often avoided.

Triangles tend to pose a problem when subdividing geometry to increase resolution and when a mesh will be deformed or animated.

N-Gons

N-Gon

An n-gon is a polygon that is made up of five or more sides or edges connected by five or more vertices. It’s important to keep in mind a n-gon is typically related to a five sided polygon, but it’s not limited to just five sides.

A n-gon should always be avoided, they often pose problems at render time, when texturing and especially when deforming for animation.

Quadrilaterals

Quadrilaterals

A quad is a polygon made up of four sides or edges that are connected by four vertices, making a four sided face. Quads are the polygon type that you’ll want to strive for when creating 3D models.

Quads will ensure your mesh has clean topology and that your model will deform properly when animated.

If it has been a while since you were in a 3D application or some of these terms seem new to you, take a look at the at this recent post covering key 3D modeling terminology.

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So why choose quads?

When modeling with quads, the wireframe will have a much cleaner look and the model will be easier to navigate and edit. When you spend hours working on a project, you deserve to show it off. But, if the wireframe is messy you become very limited to what you can actually put out in the world for everyone to drool over. When you use quads you create clean, sleek lanes of polygons that are easy to follow through the model and provide beautiful edge flows that you can be easily modified by you or a team member. It is less distracting when you overlay the wireframe on a clay shaded model or even a textured asset.

It is also good to work in quads if you plan on passing the model off to someone else or a team. It is easier for someone to convert a model made up of quads to triangles than it is for someone to convert a model made up of triangles to quads.

EdgeLoop

Edge loops

Edge Loops typically are a continuous loop which no start or end point is determined. If you were to start to follow a loop from a highlighted vertex, you would eventually end up at that exact vertex. Edge loops are helpful to add detail such as wrinkles or folds, they can also be used to help define how sharp an edge is.

If an edge loop runs into a triangle, the loop has to end. This breaks the flow of the line and it’s no longer a loop.

Sculpting

Sculpting

So you want to add that extra little detail to your model, you better use quads. If you plan on taking your model into a sculpting application, such as ZBrush or Mudbox, It is best to avoid triangles as much as possible.

As stated previously, it is easier to predict how the geometry will be affected. Sometimes you may need to subdivide the geometry 4-5 times pushing your model over a million polygons. This is why you want to work with a predictable quad-based mesh. This also helps build a lower resolution version and accent the model using edge loops.

Subdivide

Subdividing

When subdividing quads, your results are fairly predictable. You have rows and columns made up of four sided polygons and it is easy to see where those polygons will be split in half once it is subdivided.

When you subdivide triangles, things tend to get messy. There really isn’t a visual flow to the model.

Smoothing

Smoothing

If you plan on smoothing your geometry or using a quick smooth preview feature, triangles will produce anomalies across the surface of the mesh. Because of the uneven amount of vertices, the triangle can cause blemishes or pinch the geometry. This similar thing can happen to geometry created with n-gons.

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Animation

Quads produce cleaner deformations. Typically, artists will focus on areas where there will be a lot of bending and deforming, such as knees, elbows and wrists, and provide a little extra geometry that will benefit the rig and animation. With Quads, this is easily accomplished by adding or manipulating edge loops.

If you have a cluster of triangles in this area, it is harder to add or remove loops that will help benefit the animator. With Triangles, it is also harder to see a clean flow of geometry and they tend to produce sharp angles that can harm the mesh’s appeal. When it comes to animation appeal is important both to the model and the artist who provided the mesh for animation.

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What about hard surface models?

When modeling hard surface models, the preference is still to use quads. The main reason: so you can quickly add and remove edge loops. When it comes to UV mapping your model, it is also easier when using Quads. There are less edges to clutter the texture editor when placing UVs.

Triangles are not a bad thing. They just have to be used strategically throughout your model. When using them on organic models, it is best to hide triangles where they will not be visible or in areas where very few deformations are happening.

A good thing to keep in mind when working in Quads is you can always convert it to triangles. There will be times when triangles will be preferred, an example of this is the final mesh of game assets or characters. In these instances most artists still prefer to work in quads and then convert their final model to a mesh built of triangles.

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It’s always good to look at how other artists solve topology issues in their work.
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