Great initiative, Pilou.
Here are a few additions:
➔ In the Moi.ini file you can change an option called 'CentroidTriangulation' from n(o) to y(es). During polygon mesh export this will cause triangular faces to converge to the midpoint of ngons in stead of the boundaries of ngons, which can result in better topology, depending on your needs (e.g. a mesh that's more suitable for sculpting). A general rule of thumb is to use Centroid Triangulation when there's a higher polygon count with more uniform dicing.
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➔ For a flat cap of a curved hole, trim the border edge into two halves, then bridge those edges using Loft in stead of Blend.
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➔ To blend the cap of a one-part edge, use the BlendCap plug-in command (or use Trim + Blend). If an edge exists of multiple parts, use Construct ➔ NSided.
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➔ If a Fillet fails on a set of edges, try to Fillet one edge after the other. You can also sweep a circle profile along the edges, Trim the result from the main solid, and Blend the naked edges.
Regards,
— Metin
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visualization • pixel art • illustration • 3D design — https://metinseven.com |