Welcome to quads vs. Triangle's.
Oh and they're saying guns as well.
So in this video we're going to go over how it's better overall to make your models using quads and
we'll go on to explain what they all are in a few moments.
Whatever you use it is essentially being converted back to triangles.
Anyway in the background what we want to make sure is that we have full control over our geometry and
we're going to be watching out for making things non plainer.
We'll explain that a bit more later on.
So what are they.
Well now as you probably guessed I am very sorry if this insults anybody out there especially the one
on the left this green object in front of us is known as a triangle It's got three points joined together
with three lines.
It's the most simple 2D shape we can have in it's also the simplest face we can have in our models.
Quads are one vertex up from that.
So it's essentially a simple quad.
Here is a square.
And everything we've been making so far the chess pieces the bowling pin the bowling ball was made out
of triangles but everything else has been quad based.
Just by the way that we've managed to construct it is ended up as quads and we're about to start making
a couple of pieces where we may get some non the quads and we'll explain that in a bit.
And then we've got NGOs and NGOs at not just five but it's anything with more than five edges so five
plus vertices and five edges making up that one face.
Now in general we want to avoid triangles and avoid any guns.
And that's what we call good mesh topology.
Now we've got a load of triangles.
It can mean it's unpredictable how the mesh deforms or animates an end.
Well we're leaving.
Ah ah ah mesh our geometry to the mercy of blender on how it decides to deform an end gone.
Of all things anyway.
So let's hop over into blender and see what these things look like.
So the first thing we should look around in blender is something that we have been working on so we've
been working on ARM a chessboard here.
So let's take a closer look at it so let's hop over from the wrench mode in two solid mode in fathman
a hit wire frame mode here just to see how things are lay that we need to go in to something else.
So go into the chessboard mode into edit and well actually let's hide everything else.
In this case so let's hide these things here.
Keep in the chessboards roundabouts there we get.
So you just got the chessboards around here.
Now if we have a closer look at everything that goes on here we will see that there are literally just
quads everywhere.
One two three four and.
There's a core there.
There's one there.
We zoom in this face here is made of more face select dates and that face there is made of four edges
and so forth and so forth so everywhere on this particular model of our board we've just got quads.
So let's take a look at something else that we've made in the bowling scene.
We had our bowling ball and if we zoom into That's and switch on over into edit mode we can see everything's
made up of triangles with the exception of these holes.
Now if I can get a good look at the hole we can see that these these faces here are quads and it ends
in a triangle in the middle here.
Now there are some times when triangles are what we call acceptable if you will.
And that is when it comes to a points like it does here where that point is called a pole.
Now a good example of a pole if I create myself a new blender file and delete our cube there.
If we create ourselves a mesh object that is a U V sphere.
If we go to the top of a uv's Sphere you'll see that everything on it is quads into you get to the very
top which is a load of triangles meeting at one point which makes it a pole where things join.
Now the problem with triangles and poles is if we went to go select this century running round here
it would select it.
But if we select this one here it terminates at the pole blender just doesn't know where to go.
It can't go straight over it's got another.
I can't remember 31 possible path's that it can take from there so it cannot draw a loop all the way
round.
So but there are places where polls are acceptable now.
Guns are a funny one.
So on and on is basically a face that's made up of more than four vertices.
So if we get the basic cube here and we hop on over into edit mode and we grab one of these edges and
just subdivide it so we can do that in the tool shelf here.
Just hit subdivide once and now we have a face that's made up of.
Five vertices.
It still looks like a quad but we actually have a virtex here that we can pull out and reshape.
We wanted to.
Now you also see that this little dots that Shuji in the centre of our sky squaring cubes has been moved.
It's been moved on this face and this one.
So the centre of the face has been shifted because there's an extrovert axis has been weighted more
to this side because there's one two three vertices on this side of our cube and only two on this side.
Okay guys it's Challenge time.
I'd like you to make the queen so go ahead and make the queen with out the spikes on the crown itself
we'll be dealing with those in the next section.
Make sure that the model is made of quads only the base itself can be left as in angle so if you turn
it upside down you'll notice you've got a an octagon on the bottom there.
Don't worry about that lever as it is.
But just make sure the rest of your model is actually an n gone go round and makes sure there are four
sides per face and then suggest I suggest that you start with the Bishop as a base piece.
It's close to the queen's dimensions and you can essentially just take the bishop's hat off make of
the neck slightly bigger and then plonk the crown for the queen on top suppose the video now and go
give that a go.
Okay guys.
Welcome back.
Let's hop straight on over into blender right.
So over in blender I've found our bishop.
So the first thing I'm going to do is go file save as and I'm going to save this low poly queen.
I can get my Curson are replaced.
There we go low poly queen.
Excellent.
I'm going to check out the top that and working on the low queen.
Brilliant.
And I'm going to change the mesh name over here just to work that out.
Brilliant.
So I've got all the basics lined up now so let's go and change the reference material.
Let's go and find the Whereas staunton QUEEN.
Brilliant.
And we're already in orthographic projection so that's great so we just need to flip over into the front
view.
Okay.
Now I think this picture's actually a bit smaller.
Certainly the ship itself last time was absolutely fine.
But I think McQueen is a little bit larger than this.
So I'm going to use it as a basis.
But then I'm probably going to enlarge my model afterwards anyway.
So let's zoom into the top.
Then I'm just going to make the picture a bit stronger in the scene so similar to the bishop itself
who has kind of a hat on if you will.
The queen has also got her hat on or a crown.
And it looks like up until this point the image is the same as this point on our model.
So I'm going to use board a select and say or these select everything first hop over into edit mode
switch over to Border select and just highlight everything up to the bottom of the crown.
So that's absolutely fine.
And when I delete because I haven't selected these edges here it's not a big deal because when I delete
I can select vertices as the option to delete and that would also delete the edges itself.
Oh I've forgotten to delete the other side.
And there's a couple of options of course I could switching to wireframe mode or I could have turned
on.
Limit selection to visible this one next to face select here on the 3d editor header so I'm going to
flip back in to front view.
Here we go then using border selects by pressing B again.
We can go around that.
Excellent.
Delete.
And this time the vertices as well.
So there we go.
We got our model here now going to grab the neck.
So again I'm going to press B highlight all of that and just use the 3D manipulator widget and lift
it up to about that height.
Brilliant.
I'm going to select this edge loop running around here.
I mean edge select that one there and just scale it outwards ever so slightly and the same with this
edge loop.
Just the buffet scale that out.
And I'm just going to bring this very top bit down.
Okay two about there so that's that bit done.
Now we can go ahead and create the rest of the queen's crown.
We can see that it goes up and then back in on itself and we can deal with the geometry for that in
a bit.
But I'm going to simply just extrude from the top here in the z axis to.
Do we want to keep that ridge there.
I'm going to ignore that ridge.
I'm going to go to here and then all the way to the top.
Of our crown.
Now before we do anything else I'm going to scale that out.
And since we're locked in the x z plane we are definitely scaling only along the x y plane.
Right.
So now I can tilt round come out of wireframe mode.
I'm going to fill in that face now that is one big and on at the moment so that's fine.
We're going to steal make it quads because after we filled it in we can then press two in sets and we'll
worry about making that will probably come to a pole at the very top.
So that's going to be the top of our crown there.
And let's extrude that back into our model and we can worry about the angles and everything in the bit
we're going to inset back in and pull this bit up.
And that will create the top of the queen.
And let's switch back over into front mode.
Right.
And then we've got a ball on top as well so perhaps I lifted up that just a little bit high to about
there.
And then we're going to create a similar ball to that which is we put on top of the bishop.
So I'm going to move the 3-d cursor to around there for us for the ball itself.
I'm going to make sure the 3D cursors position in the properties pane X definitely needs two equals
zero.
Why definitely needs to equal zero as well in Z.
Well that's that's not a problem at the moment.
We can move that to our heart's content to live it.
So we need to add a u v sphere.
So let's go and add a uv's Sphere and it needs to have eight segments to match up with our model.
And if we go to four.
That's brilliant.
Let's say in the Rings a let's scale that down since about the right size.
Perfect.
That up and this is where your artistic talents come into play.
I'm actually going to separate this from our model with P bison lection.
So we've got a little mesh that we've been working on separate to recombine it back into the model in
a moment and then to go back to the main body itself into edit mode and select that top and just scale
it in.
So it comes to more of a point I'm going to add a loop.
Around the top there just so I can manage the wave at that.
So for her hat if you will comes in her Crown comes in around there that's a bit more curved.
And then finally I'm going to combine these two together.
I'm happy with how they're laid out.
Let's just have a look.
The lines will all converge as they need to be right so I'm going to use a boolean operator here so
I'm going to select our one for still a cube in the scene.
Some Web other looks are things that get rid of.
That's messy.
So with that rogue Q gone we can select our bishop and operate.
Let's add a modifier of boolean.
We're going to combine.
So a union between that and there one further down and click apply.
I'm happy with how it looks then if we go and hide our ball that's gone and the bishop.
That's awesome.
Bishop should say queen low poly queen.
Excellent.
And we can get rid of the ball on top now as it's just doubling up on what we have already.
Excellent.
I'm happy with.
That's apart from.
I do once.
Let's flip round to the front.
I do want it to be a bit more jagged if you will or spiky So we need to make these the top of this crown
a bit spikier us both.
So let's grab the inside edge as hop over into edit mode.
Turn off.
Seeing through our models I've got more control.
I'm going to grab this loop here and just scale it outwards to bring it more to a point.
In fact I might scale it right on top of that and get rid of this ridge running round.
So I'm going to turn on snapping.
I'm going to emerge over to cease and I'm going to make sure snapping is to the virtex.
Excellent So we're going to scale.
I was going to lockets there and that should have made that perfect.
Excellent so the next thing would be to pop the spikes around this top edge loopier and will be doing
that in the next lecture.
See you soon.