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adityamatharu
10-18-2004, 09:20 AM
Can anyone please tell me how can I make the corners in this model sharp like the polygon cage?

In maya you can just select the edges and do full crease and it used to make the corners sharp(just like the polygonal cage). How do I do this in modo?

ambient-whisper
10-18-2004, 09:38 AM
are creases even exportable? might as well just add some geometry to tighten up corners.

Phil Lawson
10-18-2004, 11:05 AM
Edge weights and set it to 100%. :)

adityamatharu
10-18-2004, 11:12 AM
I tried selecting both the edges and applying edge weights to 100% but I barely moves the corners.

Am I doing something wrong?

Nemoid
10-18-2004, 12:33 PM
go in vertex map list in the UI, under Weightmap u find subdivision. click on it, then hit shift w to activate tool. u can go at 100% power to have sharp edges. :thumbsup:

adityamatharu
10-18-2004, 04:45 PM
I did that all along but it never worked. In the end I decided to split polygons on the edges and it created sharp enough corners

harlan_hill
10-18-2004, 06:28 PM
Are you sure your tried "all of that"?? It seems to me as though you're not choosing the base Subdivision weight map from the list - otherwise it should work flawlessly. Works everytime here... hmmm

harlan_hill
10-18-2004, 06:31 PM
Also, have you tried selecting the points at the locations you want the mesh to match the cage and then performing the change to the base subdivision weight (rather than using edge selection in other words).

c-g
10-18-2004, 07:20 PM
To me the problem looks like your object doesn't have any thickness. There is no edge to crease. If you gave it depth and then selected the edge that makes up that corner you will get a sharp edge. Selecting two edges that meet will not sharpen the "non-existant" edge.

Nemoid
10-18-2004, 08:05 PM
In Lw however u can easily do that through a subpatch weight for vertex with a similar process to Modo edge weighting, with no tickness at all. Modo behaves differenty and seem to need tickness. selecting all nescessary edges, angles become straight as in the original mesh with 100% weighting.

Xtrude
10-18-2004, 10:12 PM
Sounds like a job for cut, connect, and slide ;)

adityamatharu
10-19-2004, 08:41 AM
How do I give it thickness?

Nemoid
10-19-2004, 11:25 AM
u can extrude the mesh hitting x. or there's a cool script similar to lw tickener in www.vertexmonkey.com (http://www.vertexmonkey.com) website, where u will find other scripts as well.

pabloD
10-20-2004, 03:18 AM
I made the thicken macro that is on the [wonderful] vertex monkey site. It is very basic and not at all interactive but it must might do what you need.

btw - the problem you were having with the corners before was because the object had not thickness. If you thicken that original object and weight the edges generated from those corner points you could get the effect you wanted. Sounds like you found a solution that works for you though.

Nemoid
10-20-2004, 10:24 AM
hey Pablo!thanx for your good scripts. :)

any chances to see an updated version of the tickness one working like Lw?

kursad_pileksuz
10-20-2004, 07:22 PM
i made my own little macro thing,
basically it is an hard edge emulation. i select the edges and run the macro. my macro basically bevels the edges with very very small number. i just select the edges and run the macro. and it even works perfectly when you are not in subdmode and working with smoothing groups. so you can emulate maya`s hard, soft edge.But again this is going to duplicate the edges, and it is a fake method. It works for me. and when i import in maya either i merge the vertices, since they overlap nearly, without any problem and then use maya`s soft and hard edgeing. or let it go like that. you can even select those edges in your macro, because when you create bevel, bevel selects new edges as well. in my macro it also assigns those newly created edges as "hard edges", so i can select them easily later.

h4sh
10-24-2004, 02:05 PM
interesting solution, but it often creates 3 sided polygons, and after subdivided it looks unacceptable.
But if you do it like you said ( go to maya and merge vertices) then the process is kind of pointless, you can just work with creases in modo, and later recreate them in maya on the same edges.

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