View Full Version : Question For Advanced Modelers
09-03-2006, 05:29 AM
here's the problem, I have a curved surface with an extrude inwards, I need my corners of the exturde to actually be corners and not curves, I have my object sub-divided, so i really dont want to sub-d it again. I tried using some cuts but you will notice that it gives me a sharp edge all the way down my object, i tried weighting the edges, and that really messes up my corner. This one has got me totally dumbfounded, so any help would be greatly appreciated. thanks everyone
09-03-2006, 07:00 AM
Could you post a couple of wireframes so we can see your edgeflow? Kind of difficult to judge entirely otherwise.
09-03-2006, 10:13 AM
I think you need an extra edge loop just around the outside of the hole, this way you can weight that edge a little too and make the shading errors disappear.
Well I think so.....;)
09-03-2006, 02:46 PM
here is a view of the mesh and a wire
09-03-2006, 05:05 PM
I think your control mesh must be much more dense that that. With your current mesh it will be near impossible to get a clean result.
The best way to get it right, is probably to first model the basic shape with SDS. Then turn it all into a polygon object. Then cut the shape for the extrusion in the surface and finally extrude it.
But of course you want rounded corners. ;) You could use the solid champfer technique. You know.. using SDS on that "final" mesh, with 2 subdivisions or so, and then adding one or two additional edge lines close beside corners that should be sharp.
Or you could just use the bevel tool.
Both will require some cleanup work.
When you use the Bevel tool, you might get overlapping polys and edges. Also you might have to turn some groups of polygons to n-gons in order to get usefull results from the bevel tool.
When using solid champfer, it is possibly quite hard to get the edgeloops around the extrusion right. Try to get some regular quad topology around the extrusion ( also for the bevel tool ). When you are editing a densly subdivided mesh, the knife, slide, and stitch&sew ( in pointcollapse mode ;) ) tools are pretty usefull, because they help you to add/remove/move points without changing shape of the surface too much ( so you don't get bumps in the surface )
That's all i know about making technical models. I'm by no means an expert modeller, so i'm also interested in solutions.
Btw. Is that going to be a BSG Viper ?
09-03-2006, 06:22 PM
thanks Welter for your reply, and yeah its the viper, the first hull i tried, which is the very first image i posted is a Sub-d object, the wires and mesh image i posted is a new hull i creaeted thinking that someone was goingto to give me a answer of starting over. now the sub-d object gave me plenty of polys to play with but at the same time, did not give me enough, which means to keep the corners actuall corners either meant i need to sub-d again or start adding cuts, now when i do loop cuts it will give me very sharp edges, becaut eh closenes the cut has to be, it gives the edge around the rest of the hull, so another thing i could have done was just to add a few line cuts, BUT, that means n-gons, And I want this to be tri and n-gon free, I know there has to be a right way of doing this, the only thin im not familiar with is your solid chamfer method,Thanks so much for taking the time.
09-03-2006, 06:36 PM
Add geometry. You need at least 1 point on each side of the corner vertex to sharpen the corner. The closer they are to the corner, the less rounded it will be when subdividing. You don't have to add HN weighting this way. See picture.
09-03-2006, 07:10 PM
A while back Lennart did a nice demonstration of the two basic techniques for this. I'm sure he won't mind me reposting it here:
09-03-2006, 09:14 PM
Adam that is absolutly perfect. thank you
09-03-2006, 09:14 PM
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