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TOMMY 3D FREAK
01-14-2003, 12:13 PM
Hi, this question is regarding modelling.

I've read an article about photorealism and subjects related to that, and they said that in 3D sharp edges on objects are extremely rare. (Except for a piece of glass or a knife for example)
So, bevelled edges on objects can enhance the photorealism of CGI.

This seems all very obvious to me, and I fully understand it.

I am, however encounting problems with putting this knowledge into practice. To me it seems as if it is a purely technical matter.

On relatively simple objects (extruded shapes for example) the above described technique is farely easy applicable. But I get stuck when meshes get more complicated. I've already tried to chamfer edges, but unfortunately, I don't get the smooth, curved edges i'm looking for.

Let me add that these edges don't need to be drastic but more of a subtle nature.

I'll post a picture in this forum to help visualize the problems that I have.

Hope this is sufficient information and please help me!?

Thanks in advance


:bounce: :cool:

Wampa
01-14-2003, 12:33 PM
I think Meshsmooth is that what solve your problem.

TOMMY 3D FREAK
01-14-2003, 03:22 PM
Here's the pic I promised...

http://www.cgtalk.com/images/test.jpg

megaflaizer
01-14-2003, 04:31 PM
youve discovered a key tenet to becoming an awesome modeler, a foundation to the complete 3d artist

aka fillets [fill-its, not fill-ays] and chamfers. fillets are rounded edges, chamfers are beveled edges - or somethign like that. the basic concept is a rounded vs slanted edge. depends on the object/viewing distance for me, really.

anyways, heres a starting point that will solve your problem [as in the picture] select the edges you want to fillet/chamfer. now in the edge subobject mode, youll see a button for fillet and chamfer. click it, there oyu go.

for more complex edges/profiles, you'll really have to get your modeling chops up. this is one of the primary reasons we used NURBS in product modeling. you coould easily radius curves on surfaes and edeg curves. in poly modeling you can try doing the edge chamfer thing, then manually adding vertices and creating edges at akward junctions.

form-z has awesome filleting tools as well, but the product itself is pretty convoluted.

Rice ManX
01-14-2003, 07:01 PM
Like youv been told, chamfering is a real good way to break up the edges. It works especially well with Smoothing groups and Meshsmooth. My suggestion is to use Smoothing groups, it works great for me... Or, like i said, Chamfer the edge, then assign it all as a smoothing group, that way it will smooth out the edge, but it won't look too rounded, itl look like a natrual edge (like the edges on your computer monitor....) thats worked for me really well. It takes some playing with to get the hang of, but the 3ds max user reference can help you get there. Hope that helps!!!:buttrock:

edaddy
01-14-2003, 07:05 PM
http://www.chaoticdimension.com/products/moreinfo/1.html

try that, i think it might help you

TOMMY 3D FREAK
01-14-2003, 07:33 PM
Thank you all for you're help, it worked perrrrrrrrrrrrfect!!!!!

I
O
U

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