The 3D models I made in Blender contain more polygons than the 3D models made by other 3D artists, but their softness and shading qualities are the same. I cannot achieve such shading and quality without using subdivision surface, even when shade smooth is active. How can they get higher quality from my model using fewer polygons than mine?
Can you share some screenshots?
Welcome …
maybe… experience ?? They do position the edges “better” because they also had to learn this over time. Also some 3D-models without their handpainted textures do look… eerie…
or…
You almost said it yourself: quantity vs. quality.
You may have to elaborate this to get a more suited answer.
Sorry, I can’t add files because I’m a new member. I uploaded the video to YouTube and you can watch it.
Of course, it has something to do with experience, but there is no other way to do this, or if there is, I don’t know, you can look at the video, how can I make that circle straight without subdivision ?
You really do think that this video does show anything ?? I tried several rewinds to follow… Are you comparing your model with another model here ??? It would be far better to have one image with two models and in Viewport Display → Wireframe enabled to see the difference because you essentially asking:
Why is my topology bad?
So: just have look at it.
Also:
What exactly?
And yes for a smooth circle you need more polygons. It depends what you wanna do: a smartphone game or some commercial product presentation…
What I am trying to explain is that the model looks very bad without using the subdivision surface. I showed this in the video. But when I add a subdivision surface, the number of polygons increases significantly.And I cannot model this circle well without adding it to the subdivision surface.
Also, on the turbosquid site, there are artists who model the same models using fewer polygons. The point I’m asking for help with is, are they using something I don’t know about?
There are two (roughly) different polygon counts, that of the object itself, then that of the object and its modifiers, including subdivision surface. If you haven’t applied the subdivision then the object’s polycount is usually the one that matters, so long as you don’t hide the fact that subdivision was used. (Turbosquid’s one of the sites that gets stroppy 'bout that, IIRC.)
The nice smooth-curve models you’re seeing on Turbosquid with the low polycounts? Somewhere in the description it almost certainly says there was subdivision (and maybe how much subdivision) used to get the shot, but the polycount is from no subdivision.
If there’s a specific Turbosquid model you want us to compare yours to then pls post the link.
You can, you just need to start with a cylinder with a higher face count.
Subdivision surfaces divide every face, creating geometry you don’t necessarily need. If you start out with a better defined circle, and do it all by hand you’ll have better control of the results, allowing you to achieve similar results with a lower polycount.
Alternately, you could also freeze the subdiv, and dissolve some unnecessary loops by hand. It’d can be a little tedious, but it wouldn’t be too difficult to do. I sometimes do that to smooth out my geometry.
For example, one of these cylinders is 400 polygons, the other is 900. Can you tell the difference?
Smooth shading has no relation to the silhouette. Your chair base is very low poly so of course it’s going to look faceted.
The subdivision surface modifier subdivides all polygons but not all the polygons actually contribute equally to the shape so you get more polygons than you need in some places when subdividing them.
You may be able to apply the subdivision and then clean up the polygons that don’t contribute to the silhouette of the object(top and bottom of the seat cushion, the flatter parts of the seat back). The perfectly circular things like the bars just need that much geometry to appear circular but they may not need as many subdivision levels because they’re smaller. You have to take into account what the model is going to be used for, how far away it will be seen from, etc.
Don’t trust pictures of models for comparison without wireframes.
More than likely you are seeing Nurbs Modeling, instead of Blenders Mesh Modeling…
There are some Nurbs objects in Surfaces you can play with…
If you did the same thing with a Curve object with Round Bevel you would have far less vertices or faces than what you are showing…( Until you convert to mesh)
As already said:
And other are also emphasizing…
You have to show us what you want to compare… simply stating: “why others can do it better ?”; will not help anyone to understand your “problem” better.
It’s simply: If you want ot have some “rounded” object then the needed amout of vertices/edges/faces for a polygon model also depends on the usecase.
You can compare this friend’s model. There are many more chairs that are much better than the ones I made. There are also many models on the stage. When you look at the chairs in his scene, the number of polygons on their surfaces seems to be the same as the chair I modeled. Considering the whole scene and doing the proportions, it looks like I have more faces than him. Could you please comment? Am I doing something wrong? Does the chair I’m modeling have more polygons than it normally should?
There are stage statistics in the last picture.
Yes, you are right, but I have just registered to the site and the site does not allow me to add images. I will use this model to visualize the interior, but to make it usable, I add a subdivision surface, which causes too many polygons. Others’ such models contain far fewer polygons. What I’m asking is, I want to know if there is a trick to this. I apologize again for not being able to upload images.
Yes, I usually do that, but I have a feeling that what I am doing is wrong. Is it normal for a chair to have 25,000 polygons? It seems like it’s too much.
This isn’t the same at all. Yours is far lower.
It’s simple: more segments on the curve, less faceting.
To compare something someone has to have access to at least two object to compare to. o could you please give us more info; for example the model in a blend file
Also linking to this paided scene does not make any sense. Much better would be this example of a chair ( with 16,018 Polygons) from the same author… when someone is willing to register to Turbosquid or already has
https://www.turbosquid.com/3d-models/maclaine-bar-stool-by-cazarina-1904824
…or any other free example and your model…
That’s what I’m trying to say. There are two chairs in the video, one contains a subdivision surface, the other one is normal. I soften the normal one with a subdivision surface and it has beautiful details like the turbosquid model, but it contains much more polygons.
…
You added a link to a video of yours on youtube and you are not able to upload an image to some sharing site… or spend some more minutes on BlenderArtists to be able to (for example doing the discobot tutorial…) ?
Or a ten second video showing just an image ???
What more can we say? One has optimized topology without the use of subdivision surface, the other depends on subdivision surface so it is going to be more heavy. Study the one that doesn’t require subdivision surface to see how they did it. If you want someone else to point out the optimizations of the mesh on the left then you need to at least post a wireframe of it.