Then start to experiment, do another subdiv etc. The knew point Do this with a quad, with a ngon and a 3point-poly. Watch what happens, look where the old points get positionned. To understand subdivision there is a little exercise: Create a single poly, subdivide by 1 and make editable (or use one of the subdividing tools under polygon-tools). And last but not least, in the end, everything is turned into tris while rendered you never see (render-tris) which is no problem with all quads in your model.Įven more important is to know where you need subdivision, where it's a bit of overkill and were you use it because you are a bit lazy (I am sometimes ). The turn into ugly geometry with subdivision (but are easily changed, hidden or put on a flat surface if you are a little bit experienced after a while). And you often get points that are connected with more than 4 edges, often called poles, spiders or spikes. I think, one of the most important things about subd-modeling is to understand why ngons and tris can be difficult to render: You don't have control about new edges you get through subdividing. Use Blueprint and Ortho-view Bezier lines as visual guidesīox model, Quad, Crease, Loop, 4-point triangle, Step-down, Flow, Catmull-Clark Make the box model larger than the default Box so Optimize doesn’t weld distinct points Use a tight parallel edge instead of a crease for realism “Flow” loops, no dead ends or excessive parallel loops Use 4-point triangles to “step up” one row to two (to add detailed areas) Use 4-point triangles to “step down” two rows to one (to reduce polygons and mesh complexity) Toggle Subdivide modifier (and Symmetry modifier) on/off in Object Browser (don’t collapse yet)Ĭheck progress with test renders using a black and white Wireframe material Use the fewest possible “container” edges to define subdivided surfaces. Hide unavoidable triangles and n-gons in flat areas or on the back side (no visible “pinching” mesh distortions) Use all quads (see links for triangle and n-gon exceptions) Zoohead’s thread - making realistic cars: Tricky parts: Note “Edge Loop Transitions” and “Triangles and N-Gons”: Simplified guide to basic subdivision dos and don’ts: The book’s author also posted an excellent PDF of a basic introduction to subdivision modeling:īasic illustration of stepping-down to decrease polys (or stepping up to add detail): Macmonkey recently posted a link to a site promoting a box modeling primer, which looks like a good deal: I am still struggling with the process, but in my search for online help I came across some resources that would be of value to many C3D users: And have free, 24-7 access to the internationally-acclaimed Cheetah 3D Forum. Show how any aspiring designer can invest 99 dollars and get up to speed quickly and start producing professional-quality 3D work. Define terms as you go, like n-gon, Iterations, Constraint. Or how to combine subdivision with a script or another modifier. What would help are posts that are general, that can be applied to a car, human, or toaster, like example jas files, step-by-step doo-dads, animated gifs, links to previous C3D Forum subdivision posts or other 3D sites, including YouTube and Vimeo. I hope experienced users will add posts with related basic advice for beginners, to give them a running start. (Yes, I know the topic of subdivision has come up a few times before.) Subdivision is so fundamental, so powerful, but far from intuitive for 3D beginners, even if they have lots of 2D experience. I am starting this thread in the Tutorials sub-forum because it’s general, not a solution to a specific problem. In particular, overall smooth compound curves that incorporate small curved details (e.g. Learning how to use subdivision has been a slow process, even though my single-shot renders are simple compared to, say, animated characters’ facial expressions.
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