Welcome to non plane geometry.
In this video we're going to understand that non plane geometry only happens with quads and guns.
By definition a triangle is always playing now one explain a bit more of that in a moment.
It is important to realize that rendering and exporting always absolutely always convert your geometry
into triangles.
You do lose control over the rendering.
If you don't have a plain air surface because you're leaving it up to the renderer to sort out how to
use your training wheels.
Essentially you can't always see this in the 3D windows.
He might not realize it has happened and will show you a couple of examples where we go on to make the
queen's crown.
How that can disturb us.
And finally it does make a huge difference with flat models and flat shading which is exactly what we're
working on at the moment.
All of our model is in fact flat surfaces and later on when we make our lamp in the next section there's
a lot of flat surface isn't that simple to make sure that they are plainer.
Otherwise they will look odd during rendering.
Now triangles in any guns if your model comes to a point at any point.
You might need a triangle we're going to try to avoid England's where possible although when you start
subdividing your surfaces you do you're likely to create an end gone elsewhere.
That's something that will happen.
Now of course you don't have to worry too much about that providing you feel or you know that you're
in control of that bit of geometry.
It is important to know that you will break loops when doing this edge loops and face loops will be
broken the moment you do this and you want to keep those edge in face loops to enable you to edit and
deform and control your model accurately wherever possible.
Now this is a chessboard so not going to worry too much about defamation.
So over in a default blender file we have the cube in front of us.
Now let's work with that cube as it's a 3D objects that we can manipulate and see the effect.
First of all if you're not already and do make sure you're on some flat shading you can do that over
in the tool shelf itself so well flat.
Excellent.
I'm also just going to hide the outline and the properties windows over here.
I'm just going to get rid of those and turn off the tall shelf whilst just duplicate the current window
that we've got.
Try that again.
Brilliant.
And I'm going to set one of these windows to a permanent rendered mode on the viewport shading and that
means any changes we make over here we'll see over here as well.
And I'm going to zoom in as we're going to play with the top of this cube so this zooming over here
as well.
Go into edit mode and make sure and virtex Select just select one of them and pull it up ever so slightly
or push it down.
It's up to you.
Now we see that even though on the 3D view itself it looks like that's a relatively smooth one.
I don't say the word smooth but a flat surface.
Moving up there we can see that when blender decides to render it we get this horrible line across here.
Not what we want now.
We are dealing with.
Flat shading here and we're dealing with flat surfaces.
Now that means that any thing that is non plainer and we've made that the top of this cube was plainer
until we moved one of its vertices out and that's made it non plainer.
And it's this is the way that blender is decided to muck around with our model and make it make it into
a plain the surface search to render it so split as it does.
Anyway it's split this in two triangles.
And that is what we mean by losing control.
I've got no control how that split up.
If I wanted to have this corner higher than the other.
The best thing to do would be to add further geometry so that it's plainer and also does that.
If it's a flat model when we push it back down into its neutral position it once again is plainer and
we can see that over in the rendering we pull that out there we will see that this edge is now the problem
edge.
Now if we are really extreme with this so let's lift up really high you get this type of effect going
on.
So from the side in the render it looks like it comes down and then it moves off almost there not quite
a right angle some of it might be 60 degrees or so but in our model itself it looks absolutely fine.
So you can see that if you weren't very careful when constructing your model you'd be over here working
away not being very lean not taking it to the rended section so this would be an ideal workflow.
When you're modelling you're not sure if you're gonna make a non-plan the surface you can see it in
life that that is in fact not.
What we think we're going to get over in this view.
So let's look at some of these solutions in more detail.
Okay so the solutions to this non plainer issue that we're going to have with our flat shaded models
or anything with a flat surface.
Now good mesh topology from the beginning always helps with whatever you're doing and also being lean
and checking your model through as we have been with the cube you've got a rendered view straight there
so you can spot any issues as they happen rather than having to remodel later on which is very easy
to fall into the trap get in there you're modelling away and all of a sudden find that you've made a
big mistake for the last half hour and you've got to start again.
Finally we've got these two options here there are a few more as well but these are the two main ones
you can turn on mesh analysis and that will highlight a surface in air by default bright blue.
If it's not plain and I'll show you how to adjust that in a few moments if we do a scale along the normal
of a face it's self to zero that will flatten the face itself.
Unfortunately that has the side effect sometimes of making other connected faces or so non plainer.
So you can end up in a right pickle.
But again this only matters if it makes an impact further down the line.
So it's worthwhile bearing in mind we don't want the tail wagging the dog.
If you are happy with the look of your model at this stage that's absolutely fine we're not going to
be deforming.
We're not going to be mucking around too much with the underlying geometry.
So let's go have a look at meche analysis and manually making a face plainer again over in blender.
So let's turn on our.
Not tall shelf sorry our properties pain on this one here and every scroll down.
We've got mesh analysis towards the bottom.
Popping a tic in that it looks a bit funny.
I know but we can just hear the type from overhang which is good.
If you're working with 3-d printing to distortion and these values here we won't the this is the minimum
angle to display and the maximum angled display which is great if you've got certain angles you need
to adhere to as well.
Again with 3-d printing or other considerations perhaps an engineering consideration.
But in this case we want the maximum one to actually be zero.
We don't care.
We just want to know if it's not a plane.
And then finally this one here where you can lower it down to one degree but that's as you can see if
we move this edge down at some point it will be less than 1 degree but still non plane.
So we can I don't know whether we'll see this in the rended view or not.
If we made the Q much bigger I'm sure we would.
But that's not exactly plainer at the moment and we can tell that because our z value needs to be won
in order for it to be a true plane surface.
What you can do of course is in the here go type nought point nought not one or something silly like
that tiny.
That means any movement whatsoever will make this face bright blue and you tell instantly that it's
not the plane.
The other option is to select the face making sure that you're scaling.
In the Z axis of the face itself and scale it to zero.
Okay.
Our run through that once more so assuming we've made a non a surface like that you'd select the face
itself you'd say let me press Z twice.
So once is for the global normal and then Z again is for the local normal.
And we can see it change in the lower left.
And then if you set it to zero it will flatten the face out again.
So let's go and have a look at this in action inaction over on the Queen that we're currently modelling
so in file open recent and I'm going to go to my low poly queen So let's turn on meche analysis here
and see if we've got any non accords at the moment so many analysis on.
Distortion.
I'm just going to set it at one degree.
Don't need any lower than that and maximum of zero.
Okay.
So looking around Lot model it's looking pretty clean at the moment.
Let's just test to make sure it is working so in edit mode and selectiveness vertex Sorry move it about
and we can see it's these triangles at the top.
Notice they're not going blue because a triangle by definition can only be plainer.
The quads however are not.
And if if I'm wobbling about you can see they're going towards being plainer and away all the time.
I'm just going to escape out of that since I don't want to make it non plainer.
Now the top of our Queen.
If we want it to be pointy we've got a couple of options that we're going to have to do because it's
pointy.
Essentially you're going to have to end it as a set of triangles.
Now I certainly want the outsides to remain more quod like then the inside I'm happy at being triangles
here.
This is an artistic decision and alternative way of doing that would also be to add some tiny quads
to the very top and then make a kind of funky crown.
Now we are going to have to do some subdivision at some point or some geometry reconstruction in order
to keep the style that were going for at the moment.
But again this is artistic style.
You may enjoy or indeed like the aesthetic appeal of it doing some triangulation So there are no hard
rules here but what I would like to keep throughout our model I'm going to turn the mission arses off
again.
I would like to keep this on octagonal feel around all of our pieces with the Especially on the outside.
I don't mind if the inside ends up a bit triangulated in order to make this top so we are going to include
triangles there already at the top there anyway and as well as triangles.
When we do some subdivision I'm sure we're going to end up with a couple of guns.
Now those won't matter unless they stop deform in the object all they cause a rendering problem later
on.
As long as the meshed apology is good and we end up with the flat shading that was necessary to create
this model that's absolutely fine.
So let's hop on to the next picture.