Is this possbile?

is there a way to make modeling light look like this? when the model in lowpoly you can see the topology easily, like every face reflect the light in its angel, i would love to have this in my work flow, i dont like working with wireframe a lot.

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Thank you so much, i didnt know this was the reason.

Btw in this screenshot, is this how the software works or is it a bug, i cant make quads with only squares, it always make a slice inside every square making it two triangles, I thought its only a lighting issue but when i move the topology you can see that its only triangles?

its just how the software works. ultimately all 3d apps are drawing surfaces out of triangles, its just that some hide it better than others.

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i dont think zbrush have this! i can move the vertex without folding the quad, it moves and act like it should and there is no reflict light diffrent showing, if we sometime get a zmodler like tool in nomad how will it work with this issue? we cant extrude or split the quads right, i hope the devolper find a way to get rid of this :folded_hands:

It’s a sculpting software, not a low poly box modeling software.

If you look closely, you can also recognize the splits in ZBrush.

Also seen in other box modelers such as Valence.

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yes i know, i saw the dev talking about maybe adding some simple lowpoly tools that is why i was concern.

i didnt notice at all! maybe its something in my lighting i guess, thank you so much for pointing this out Holger

It is possible to avoid the shading split quad but it will slow down rendering, I’m not aware of any trick to make it fast.

And since Nomad is a sculpting app, high poly is the norm.

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my issue is not how it looks as i said, if, IF we get some topology tool like zmodeler i wonder if it will work well with this quad split thing that is all, other then that i love every single thing in this app, and exited for the future updates.

It should be fine. In realtime 3D graphics, GPUs are almost universally processing tris natively. Modeling software uses quads for convenience, but in reality, those quads are still just two tris, sharing two vertices. It’s been like this for a minute. Incidentally, there are only a few GPUs that I know of that can process quads natively, one of which is the old Nvidia NV1, another lives inside the SEGA Saturn (which was originally also an Nvidia design, iirc), and I believe there’s a PowerVR chip that can still natively display quads.