Box modeling: Difference between revisions

Content deleted Content added
m interwiki:pl
Line 6:
 
==Quads==
Quadrilateral faces, or quads, are the fundamental entity in box modeling. Obviously, if one were to start off from a cube, the artist would have six quad faces to work with, before extrusion. While most applications for three-dimensional art provide abilities for faces up to any size, your results are often more predictable, and consistent by working with quads. This is so because of the fact if you were to draw an ''X'' connecting the corner vertices of a quad, the [[surface normal]] is nearly always the same. (We say ''nearly'' under the logic that should a quad be something other than a perfect parallelogram, such as a rhombus, or a trapezoid, the surface normal would not be the same).)
 
==Advantages and disadvantages==