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wedge
07-13-2002, 10:46 PM
how do make the edges and corners of a model softer? i.e. a bit rounded.

here's an example:
http://www.3dtotal.com/ffa/meshes_v2/medieval/dob01/front.jpg

this is a single shot from this page:
3dtotal models (http://www.3dtotal.com/ffa/meshes/meshmedievil.asp#)

notice how the edges on this model are not completely hard, but appear smoother and more natural. how can you do this easily?

Jhonus
07-13-2002, 11:34 PM
combination of careful bevels and soft overcast lighting i think. highpoly model or subdivs?

ACFred
07-14-2002, 12:12 AM
Yeah, that's just straight up beveling. Beveling gives the edges of an object somewhere for the light to collect. You can make the bevels as hard or soft as you need for the look you're going for. It looks as if the edges of this sword have a fair amount of geometry around the edges to help make a nice transition from surface to edge.

InnerVortex
07-14-2002, 12:17 AM
those friking amazing detail.. yes the lighting sould help alot.. pretty much being gi, the first time i find myself trying to do softer edges(not even close to that detailes) i did a very dumb thing, well.. i think it is now, it was: subdivide the model about 3 times, in low pol(before smoth, i work only with polys) in maya is edit polygons > subdivide, and then.. smothed it.. it looked pretty nice for the time..and for simple stuff.. that creates ALOT of polys, i think the beter way now is really some localizates bevels. well.. id like to know more ideas too.

wedge
07-14-2002, 01:38 AM
btw, i'm not claiming i made that model, cause i didn't! :thumbsup:

king21
09-15-2003, 06:08 PM
Sorry just one question how can i create that kind of light wich is used here

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