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Subdivision modeling tips

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<strong>Subdivision</strong> <strong>modeling</strong> <strong>tips</strong>After you get the volume you want, do an interp smooth/meshsmooth/smooth to rapidly build up geometry fromthe box man into a more reasonable clay-like state, that you can then start cutting edge loops into.It is important to work with this box volume shape as much as possible because it has so few points. When youhave a lot of points you can still work with it, but you will focus on the surface more than the volumes, and at thebeginning the volumes are really what count.N-sided faces and n-edged vertices:While most <strong>modeling</strong> packages allow you to model with faces of virtually any size, if you intend to smooth yourmodel, your results will be more consistent and predictable if you stick with quads. This is because bicubicsmoothing works by averaging the tension between the corners of a face. In this case, a quad has a consistent“center” that you can clearly visualize by drawing an x connecting its opposite corners. Non-quads don’t havesuch an obvious, predictable and even distribution of tension. Unlike quads, there’s no guarantee a non-quad’scenter of tension will coincide with its center of volume. And this, as you may have already experienced, willresult in pinching when you smooth.It's particularly important to watch out for triangles and have strategies for dealing with them. It’s very easy tointroduce triangles when you’re building edge loops. A particularly common scenario involves crossing thecorner of a quad:This gives you a triangle and a pentagon. Bad. But easy to fix. Cut the inner face of the triangle, connect thenewhttp://maxrovat.sns.hu/subdiv/subdiv<strong>modeling</strong>.htm (2 of 6)5/9/2007 12:27:35 PM

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