Subdivision Surface: tips and tricks of SubD modeling

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24 Jan, 2012 mOPs
24 Jan, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Hello everybody. Max, I'm not the first time I hear about modellingu quads, and so he modelil the familiar sofa "chester", but why quads? Instead of such triangles? Or octagons? 🙂 It can be a bit of theory to understand?


24 Jan, 2012 mOPs
24 Jan, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
And yet - how chetіrehugolnik should be close to a square or rectangle? That is kaoy option is preferable:


24 Jan, 2012 Maks (Staff Author)
24 Jan, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling

MOPs, as you probably know, the grid actually consists of triangles. Those. Despite the fact that you can make polygons with almost any number of sides, in fact they consist of triangles. What does this mean? This means that, because The real surface of the model is formed by the arrangement of triangles, and not of entire polygons, you can get an unexpected result. You create a polygon whose points are not on one plane, but are scattered in three-dimensional space. How exactly this polygon will be broken into triangles, only 3ds Max is known, which can hardly read your thoughts. Triangulation, of course, can be corrected in the tools of the sub-object level Face in Editable Poly, but why? It is easier to do everything from the very beginning, as the renderer sees it. But here there is one nuance. Visually perceive triangles is very difficult. Therefore, for artistic (not technical) reasons, the level of detail of the grid can be reduced to the level of quadrangles, i.e. Quads. In addition, if someone has a personal dislike for the quads😁, it's still easier to work with them, because Polygon modeling tools are sharpened just for them.

As for SubDivision, it works at the polygon level, as a result, each extra Edge adds a "fold" to the final grid, and every extra point of the polygon beyond four, carelessly and disproportionately smears the surface, especially when this surface is mapped.

In your example, all quads are good. If you really want to compare, the most square one (# 1) is the best, again, for reasons of visual perception😉



24 Jan, 2012 Maks (Staff Author)
24 Jan, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
The only thing that should be avoided, it is sunken, concave polygon. Like this: His triangulation (decomposition into triangles) visually unique, ie polvinka upper left is one and the lower right half - second. But technically, the division into triangles feature may extend from the top left to the bottom right. It can produce artifacts like the rendering, anti-aliasing, and in mapping.


28 Feb, 2012 Usco
28 Feb, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Hello. Tell me how to do things like: Interested in a moment when the cylinder body is already created and the remaining only the "close". Steps such as occurring in 3dsMax modeling (without extraneous plugins, only the standard instrument). I know - you know how 🙂.


24 Jan, 2012 Maks (Staff Author)
29 Feb, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Hello, Usco! If you mean the topology shown "cover" of the cylindrical surface, namely, do not converge in the middle beams and trim the patch, then it is very simple. When you have done the cylinder wall, take the resulting polygon on top and the most normal Cut-th we will cut the mesh. This trick is used to store quad-topology, which has advantages over the triangles with further NURMS smoothing.


24 Jan, 2012 mOPs
1 Mar, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Usco and why, I do not understand? : | Wash easier, faster and smarter exactly as described Max.


1 Mar, 2012 Usco
1 Mar, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
MOPS, yes, I agree. And if the parties are not 8, and 12, 16, 32, what then? If they just cut, obtained as the embodiment 3 (1 picture for an example). And interested in one embodiment, where 32 parties. Of course there is the option of 8-+ 1interatsiya Turbosmusa-too Sauron will more evenly and beautifully. But unnecessary additional edges around the same cylinder. And if the parties say 10 - they will cut evenly. In principle, everything is clear. Just very much interested in how to distribute the rovnenko 🙄, after doing the same😁


24 Jan, 2012 Maks (Staff Author)
1 Mar, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Usco, it is not necessary to bribe beautifully made screenshots 🙂 It only looks harmoniously, I personally did not see any optimization, it was all done by eye. The only step is to create a square - he's doing right inside (like in Editable Poly). V max, have to do another operation, this newly created atachit Plain. Here are the same instructions in 3ds Max: 1) Enable Snap (in the options to be selected by the vertex, as always), create a 1v1 Plane for the reference points of the cylinder. 1, a) Priatachit the Plain to the cylinder. (Just one step, which is not there) 2) Make priatachennomu kvadartu Outline eye. 3) klatsnut Tasselate several times. (Yes, again at random) 4) Select Border cylinder and a square, to make it a Bridge. 5) Select the square priment Relax. 6) Select any edge connecting the square and cylinder, push Ring, click Connect. 7) Select all started quads, use Relax. I say that it is just looks harmoniously, because you nakogda in life will not achieve universally uniform number of segments in all cylindrical surfaces, not to mention the fact that their number was a power of two. If you do, then you have to know how many of them there to create an adequate square, divided into the desired number of segments. Finally, 32-segment cylinder is no longer SubD modeling, and high-poly with the ability to apply NURMS 🙂


1 Mar, 2012 Usco
1 Mar, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Max (RenderStuff) - thank you very much zarazyasnenie 👍, will know now.


8 Apr, 2012 Nick
8 Apr, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Tell me, how to do that after smoothing faces in the image 1 is not blurred, as in the picture 2?


24 Jan, 2012 mOPs
8 Apr, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Hello. Nick, if I read your thoughts 🙂, then you have to make additional cuts faces in places where they should not "fall apart" like so: cutting options may be others.


9 Apr, 2012 gus_ann
9 Apr, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Well, yes, MOPS rightly says, this is the basics of modeling. Try to smooth out normal cubic meters with the segments 1 to 1 to 1, and the cube with the segments 5-5-5 immediately see the difference. 😉


24 Jan, 2012 mOPs
31 May, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Modeling seat for bicycle LEXUS TRIKE, faced with the same question that Usco asked: "If the parties do not 8, and 12, 16, 32, what then?" Even found script on a network that is able to do it all automatically. But he was paid. So we had to turn off the laziness, turn the brain and think a little: | So there is a cylinder on the ... well, for example by 16 parties. Convert it to Editable Poly. Making the upper polygon Inset. Further rib chop using Cut thus: the middle rib and parallel to it on both sides along the edge of another. Next, chop the edges perendikulyarno previous on both sides. We are moving from the center to the edges so that the last rib, which we will build, not triangles gave us: Further, by moving the point of attach the correct shape, do more or less the same quads. Is smoothed, if needed That mesh cylinder with 32 and 10 sides So do not buy the script for $ 20 😁 ps is modeled handles with an odd number of sides to mine this trick will not work: | In any case, it is easier to add the side and above all make method.


13 Jun, 2012 Usco
13 Jun, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Ilya, Here's an example for a better understanding of how the anti-aliasing. TurboSmooth smoothes the brink of the edge to edge. What these edges closer to the brink of the "acute" angle, the more - the corner "smoother". Low poly mesh (for HardSufMod) must be uniform and "beautiful", and then smoothing it is smooth (unless specifically folds do not, such as tissues and the like)


16 Jun, 2012 Ilya
16 Jun, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
That's what I call promptly. Thank Usco!


13 Jun, 2012 Usco
17 Jun, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Anton [RenderStuff] I mean, these "wrinkles" which are formed by smoothing everywhere where there are three ribs, as there are plenty of "extra". You can of course, and so leave everything, but I would like to understand. Question: how to make more rational topology?


24 Jan, 2012 Maks (Staff Author)
17 Jun, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
Usco, to render their project will not be visible. But this is a subject about modeling as a whole, so to get rid of all the same it is necessary. Try to bring all the angles in one point, and did not lead by three ribs across the surface until the next "piptyka"😁 The surface is uniquely complex, but I think you can somehow get out nubud. By the way, pentagons are allowed, it may help.


13 Jun, 2012 Usco
20 Jun, 2012 # Re: Subdivision Surface: tips and tricks of SubD modeling
It is a few fragments of my experiments😁 In these cases it is better to model on the plane, then TurboSmooth- (1-2x), and then to either - Bend, or - FFD on kotrolnym points. It is necessary if you want well, very much to turn the wheel to close angles. In this project the scale and better simulate separate "spikes" and "drown" them in the tire geometry.


22 Jun, 2017 Yuriy
22 Jun, 2017 # Re: Subdivision Surface: tips and tricks of SubD modeling

Good day. I ask to help or assist with such question. I was engaged in modeling a small Kitbash. And now I faced such a problem. I'm trying to do everything with quadams. And on the curved surface, when you try to do the detailing, there are draws. When smoothing it looks wretched. How to avoid this? What is done is not true? Below is a screenshot
http://www.picshare.ru/view/8147667/



24 Jan, 2012 Maks (Staff Author)
25 Jun, 2017 # Re: Subdivision Surface: tips and tricks of SubD modeling

Yuri, try to manage the mesh the shown way. If you still have wrinkles, then double the number of cylinder segments to "stop " the stretching.

 


22 Jun, 2017 Yuriy
25 Jun, 2017 # Re: Subdivision Surface: tips and tricks of SubD modeling
Thank you. I will try. But I realized that to do the detailing on rounded surfaces, however, you need much more polygons initially (


22 Jun, 2017 Yuriy
25 Jun, 2017 # Re: Subdivision Surface: tips and tricks of SubD modeling

It turned out quite neatly! Once again many thanks for the help.



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