01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18
Render Sub-Patch LevelI'm always amazed at how simple the geometry for some objects is. Converting to a Sub-Patch and surfacing can make a huge difference. Click on the image to the right to see the 'Before' and 'After' stages. Also important to note is the 'Render Sub-Patch Level' (in Layout) which can be found in the Object Properties panel. This lets you adjust the resolution for each Sub-Patch object in your scene before the final render.
|
![]() |
TopologyBefore you begin the modeling process, give some thought to the basic structure of the object. Work it out on paper if you need to, and think about the topology of the model and what kind of segment structure is needed for the initial primitive. Keep it simple and block out your object using the Bevel, Smooth Shift, Knife and Extrude tools. It's important to work with the Low-Poly mesh as much as possible. See Also: Fingernail Modeling Tutorial
|
![]() |
Set ValueIf you cut through an object with the Knife Tool (in a Wireframe View) it creates a ring of Points through all intersecting Vertices. You can then easily 'Volume Select' and delete one half of the object. This allows you to work on the remaining side and use the 'Mirror Tool' to replace the missing half. The Set Value Tool is useful when working on symmetrical objects, such as a head. To save time delete one side of the head and only work on the remaining half. When your finished making changes, 'Volume Select' the open ring of Points and use 'Set Value' to make sure the Points are perfectly aligned along the X axis, before you Mirror the remaining side into place. Connecting Points should Merge automatically. See Also: Half Kill http://www.flay.com/GetDetail.CFM?ID=1200 This is an Lscript for Killing one half of a Symmetrical Object. Deactivate Symmetry Mode before running the script or you'll kill both halves. See Also: Symm_X_Tools http://www.flay.com/GetDetail.CFM?ID=1740 A couple of extra tools for speeding up the Mirroring process. Construct > Subdivide > Knife (K Key)
|
![]() |
Seamlessly Blending Sub-D's and FacesThis technique seamlessly merges SubPatches and normal Polygons, using 'SubPatch Weights' on the connecting Points. It's great for solid/rigid objects, because it's quick and allows you to add odd shaped Polygons when working with a SubPatch object. The connecting Points are assigned a 'SubPatch Weight' value of 100%, which ensures that they maintain their position. To avoid pinching at the edges, you also need to double Bevel the main flat Polygon (using inset values only). Some tweaking is needed to ensure that the main Face doesn't overlap the SubPatch sections of the mesh. Download Model, courtesy of Carmen Rizzolo
|
![]() |