View Full Version : LW like Freezing.
Ethangar 12-28-2007, 12:59 AM I've searched the forums and the docs, Even looked at the old LW to XSI pdf to no avail.
What I'm looking for is a function in XSI that is like freezing a SubD object. I've built a low poly Spitfire in XSI and am at the stage where in LW I would freeze it and start the detailing like cutting in the control surfaces etc. When its subdivided in XSI its nice and smooth. I found Shift+d and it "looks" similar. But instead of subdividing the nice subD curves it subdivides the actual polys. That just makes the edges of the poly edges stand out more instead of smoothly flowing like it does in when I hit the + key.
Is there a function like this in XSI or a term that I can search on to find it for myself.
Thanks in advance.
Bill
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Strang
12-28-2007, 01:13 AM
are you using a subdivision surface? or are you using an geometry approximation? geometry approximation is the num +/- and a subdivision surface found under model>create>polymesh>subdivision
Ethangar
12-28-2007, 01:35 AM
You my friend are a hair saver!
Yes I was using the + so Geometry Approx. As soon as I tried the Create Subdivision like you said.. I got exactly what I was after. Thanks for pointing me in the right direction.
Hi Ethangar, good to see you here too :-)
To do what you want:
Model mode -> Modify -> Poly.Mesh -> Subdivide Poly / Edge (Shift-D)
Model -> Modify -> Deform -> Smooth and play with the settings to get the smooth surface
Before doing this, you might want to create clusters of hard edges etc to keep certain edges more defined.
I'm yet to find another way that is more like LW but at least this gives you more control and a neater quad based mesh which can be modified as long as you keep the operators in your modelling stack.
Another difference is not using a heap of additional edge loops to create hard edges - this will give you problems when sub-d - always define hard edges.
Another option would be to duplicate your object and inflate it slightly so that it is bigger than the original volume. Add the additional geometry using the Shift-D option and then apply a shrink wrap to the high poly mesh using the low poly as the object being wrapped.
I'm sure there are better ways if more seasoned users care to expand?
Hope this helps a little :shrug:
Roux
Ethangar
12-28-2007, 02:33 PM
Hi Ethangar, good to see you here too :-)
Another difference is not using a heap of additional edge loops to create hard edges - this will give you problems when sub-d - always define hard edges.
Now THAT is a good one to know since I want to take have the mesh usable in LW to. I didn't think that hard edge would transfer well so that is exactly what I've been doing. Now that I see the difference between geo approx and creating a subdivision mesh, Hard edge makes much more sense.
Thanks for the tip
What about modify > polymesh > local sudbdivision refinement?
it's like "freeze" a geommetry approximation level.
You can:
select all polys (ctrl+a) and apply OR apply it and select just a few polys.
Bullit
12-28-2007, 07:12 PM
I am very interested by this techniques. My main problem is preserving the flow of surface between car body surfaces and the detached(extracted in XSI parlance) doors/glasses surfaces. Any tips?
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