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Muhneer
04-08-2003, 01:37 PM
Hello,

I am working on some kind of model which will be copied 4 times and then bend so it makes a cilinder.

Now it looks like this :
http://www.cmcontrol.com/muhneer/part.gif

If i want to bend it i need more vertices i guess ?
What is the best way to generate more vertices without
loosing the shape. ?

This is a problem wich i encounters often, because if i use
a meshsmooth modifier it gets real ugly..

I hope someone has a suggestion, thanks for your effort.

EricChadwick
04-08-2003, 02:17 PM
You could try the Tesselate modifier instead, setting tension to 0.

There are also some scripts for creating subdivisions along an edge, then connecting them with internal edges. Look for MeshTools.

Muhneer
04-08-2003, 02:18 PM
thanx i will try that.

Smay
04-08-2003, 02:35 PM
You can also use the meshtools to subdivide your mesh a little bit :)

Marcel
04-08-2003, 08:55 PM
I've had this problem many times, there is no clear and easy solution to it that always works. There are some ways that do work.

I'd start the object with an editable spline, so that I can tweak the shape with relative ease when I want to adjust it.

What you could then try is dividing the horizontal edges of the spline with the 'divide' function (select edges and press divide). Hopefully, the mesh gets more clean horizontal edges that way. You might need to hand turn some edges to get the desired result though.

Setting the cap type in the extrude modifier to 'grid' instead of 'morph' might also help (but the polycount is much higher), but it will probably not deform correctly at the edges.

If you would build this mesh with subdivisions in mind, then you would end up with a smooth, bendable object. This is the cleanest way in my opinion. Also, when you set the meshsmooth modifier to only subdivide at rendertime you will have a very fast viewport too. See the example attachment on how to easily make the corners for your object.

Muhneer
04-08-2003, 08:58 PM
Thank you very much, now i understand.

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