Organic Modeling Part 3


Freezing To Add Detail

A low-res Sub-Patch mesh works well when boxing out the general shape of an object. But once you want to start adding local detail you need to think of strategies for increasing the resolution of the mesh in specific areas.

Freezing is one technique which can be used for this purpose, but you need to be aware of the 'Patch Division' settings in the General Options panel before you Freeze a Sub-Patch. This value will determine the number of divisions for each Patch. You can also specify 'Quadrangles', 'Triangles' or 'Automatic' before you Freeze.

Construct > Convert > Freeze (CTRL + D Key)

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Terminating Edge Loops

This technique shows how to use the Bandsaw to add detail. It also explains how to terminate Edge Loops, when you don't want to cut through the entire object.

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BandGlue

BandGlue performs the exact opposite function of Bandsaw. Use it to reduce the density of your mesh. You'll need to select two or more Polys with connecting Edges before applying this tool. This tool is very useful after Lathing a Spline.

Construct > Additional > BandGlue

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Four Sided Triangles

Four Sided Triangles might sound a bit bizarre, but important to be aware of. They're actually Quads in disguise. If you attach another Vertices or Point, you'd end up with a Pentagon , which of course won't convert to a SubPatch.

This stitching technique is useful for decreasing the resolution of the mesh in certain areas and for joining two sections of mesh that have different resolutions.

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Triangles

Triangles can be used as anchors for any stray Vertices. As soon as you add to them, they become Quads, which seems to me like a 'Win Win' situation.

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Subdivide Polygons

Here's an example of Subdividing to add local detail and re-stitching without using Triangles.

Construct > Subdivide > Subdivide (D Key)

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Spin Quad Pairs (CTRL + k)

'Spin Quads' might not seem that exciting but you'll find it useful, when boxing out a head, to control the flow of the mesh.

See Also: Userdelta's 'Spin Shift' Head Modeling videos:
http://www.lightwave3d.com/head/index.html

Detail > Polygons > Spin Quads (CTRL + K Key)

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Unweld and Re-stitching

This Unweld and Re-stitching technique is good for working with muscles and joints.

Note: Just as a side note on the Weld Tool. When you weld two Points together, they merge into the position of the last selected Point.

Details > Points > Unweld (CTRL + U Key)
Details > Points > Weld (CTRL + W Key)

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Disk Objects

This is a quick solution for creating eight sided Disk Objects that can be converted to a SubPatch.

Create > Objects > Disk

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Divisible by Eight

While on on the subject of resolution I should mention, try to work with objects that are divisible by eight. This will ensure symmetry and alignment on any axis for cutting and mirroring. It also makes it easier to join sections of an object together.

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Sub Patch Resolution & Freezing

If your working on a large SubPatch model and you find that it's starting to overload your system, try lowering the 'Sub Patch Resolution' value in the 'General Options' panel.

The lowest value of '1' will still smooth any Z shaped Polys and reduce the strain on system resources, without compromising quality. This is because you can set the 'Sub Patch Resolution' in the Object Properties panel at the point when your ready to render. The correct value is the lowest possible setting which looks acceptable when rendered.

Freezing is also effected by the 'Sub Patch Resolution'. Generally speaking a frozen object with a high Poly count will render much faster, than the original Low Poly SubPatch version. This is because Lightwave has to freeze the Sub Patch Object for each and every frame when rendering the animation.

It should be noted that this is only really suitable for static objects that you don't intend to animate or deform. You should always keep a backup of the original unfrozen SubPatch object as you may need to make subsequent edits to the mesh.

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