Combine & Subdivide


Subdivide - Metaform Mode

The 'Subdivide' tool can be used for a variety of applications, such as adding fractal deformation to newly created segments.

In this example I wanted to show how it could be used to alter the shape of a base primitive and add curved edges to a Box Object.

Construct > Subdivide > Subdivide (D Key)

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Julienne Tool

The 'Julienne' tool can be used to add segments to a mesh. The new segments are distributed evenly along a given Axis. This might be useful with objects that you intend to Bend or Deform.

Construct > Subdivide > Julienne

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Boolean & Solid Drill Tools

The Boolean Tool uses geometry in the Back-Ground Layer, to act as a cutting tool, which effects geometry in the Fore-Ground Layer.

Click on the image to the right to see examples of the four basic types of Boolean: Union, Intersect, Subtract and Add.

Multiply > Combine > Boolean (B Key)
Multiply > Combine > Solid Drill (C Key)

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Triple v's Spikey

Spikey is a useful addition to your toolset. It can be used to create Triangles, as an alternative to 'Triple', which diagonally splits your Quads.

Generally speaking it's best to stick to Quads and avoid Triangles if possible. Triangles tend to create smoothing problems in a Sub Division Surface, though you can sometimes get away with a few well placed Tris.

You can also opt to to work with Triangles as the default Polygon, in the General Options panel. This is useful if working on low-poly-models for games.

Construct > Sub Divide > Triple (T Key)
Multiply > Extend > Spikey

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Skin Tool

This is a quick Lofting style tool . It's useful when you need to bridge between two Polygons. It creates Triangles by default but you can counter that by either selecting individual pairs and using 'Merge Polygons' or the 'Reduce-Polygons' Tool to effect the entire mesh.

Multiply > Extend > Skin

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Morph Tool

The 'Morph Tool' works with Polys or Curves and creates segments as it lofts between two objects. These objects can be different in shape, hence the "morph" concept, though they must have the same number of Points. The results are dependent on Point selection order.

In the following example I started with a 2d disk and a 2d star shape.

Multiply > Extend > Morph

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