Modeling - Hard Surfaces

Related notes: [[21-01-01-Art]]

##### read verticles uv
veets on Smooth edges, no uvs = 100% vertex  
`hard edges` - make new vert count
`uv` - also contribute.
hard edges should be where uvs - (ver count)
`vertex color` - to memory cost but not vertex cost.
'rendering passes' - (occl, shadow depths, shadow projection)

quads - only for anim and subdiv (also better uvs). for games - preserve shiluete

good uv layout is important !!! - directional and logicly connecterd
make it easy TRIMSHEETS - uv for reuse

Splines

name cont tangents interp usecase
Linear C0      
Bezier C0/C1 manual some shapes, fonts, vectro graphics
Hermite C0/C1 explicit all animation, physics sim , interpolation
Catmull-Rom C1 auto all animation, path somoothing
B-Spline C2 (acceleration smooth) auto none curvature -sensitive shapes, animation (like cam path)
NonUniform B-Spline (NURBS) C2   changing weigths  

https://youtu.be/jvPPXbo87ds?t=3713

  • polygonal
  • box - old from box / in sculpt better
  • bool
  • sculpt
  • nurbs - splines - bezier - oldest -industrial design smooth organic surf
  • parametric max
  • procedural h
  • kit bash

Basics

Uniformize

  • Scale in m.
  • orientation - relative to world and default pose
  • Time / frames
  • Texel density
  • Detail Density sweet spot /
  • 3 levels of detail Pipelines
    Resolutions

  • Mirrors symmetry

    Workflows

- Procedural stuff for variations easly Procedural

  • mesh wire - games/subdivs.
  • how to textures
    1. Baked -
    2. Generic + detial, repeat - for large assets / can blow up texture calls
  • meterial workflow
    • procedural repeates / reuse

Common problems

  • parts for bake and uvs overlaps
  • symmetries /material ID bake
  • pivots        
  • General meshes with equal triangles behave better: rendering performance (overdraw) / simulations (Delanunay max minimal angle (tend to 60) ! - smoothes interpolation but less approximation of surface when long trix better define edges) https://twitter.com/delaneykingrox/status/1506594473979310093

—        

SOP
LAB

Hard surface

Props

    - elements should be grounded in scene       - barnacling small things around,     - footing - awareness of  intersecting,     - greebling materialing - sense of scale - 3d tend to minimize things > no sense of scale —

Fabric

Best simulated

  • Tailoring (amount of material)  
  • Material properties >  (stretch, bend, weight)    
  • Grain of fabric. (weakness of cross cuts)  

uv

  • uv for high. bake by uv
  • make uvs straight for simulation and texturing (the direction of the fibers)

Drape sim Characters

Subdivision

Catmull-Clark sub

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ice

https://80.lv/articles/a-look-at-ice-shader-made-for-destiny-2/