View Full Version : How to approach something like this

09-04-2008, 08:16 PM
HI, I did this model on Maya, now i migrate to XSI and I'm trying to finish it on XSI, fixing some minor stuff like bevel the corners so when its rendered it looks more appeal, some pieces where made separately, but now since im appling bevel i need them to be as one piece so Im redoing part of them, in this particulary case which is the best way to make this specific part:


i did the circle on poly and i then converted to SubD whick makes the circle perfect without much geometry. but the rest is POlygon so i have to convert all of them to SubD and make the edges Harder r exist any SOFT edges for polygons like maya has, i dont know any solution will be welcome

this is the whole stuff, based on Armore_core model


09-04-2008, 08:44 PM
hi, welcome.

Is this two different islands in the same object or two different objects?
If it's not in the same object, you gonna need to merge it first. (model>create>polymesh>merge)

once these two poly islands are in the same object, you can select the two borders and bridge it (press "i" to enter in Edge mode, the shortcuts to edge loop/ring are a combination of alt and middle mouse click). You can hold Alt and Middle-click to select the whole border loop or go on the select menu and activate the Select Edge Loop tool.
Watch this video give you an overview of this selection shortcuts I'm talking about

Once selected, you right click on the edge and select "brige boundary edges".
You can also weld it individually, or draw new polys (press N)

For more information you can refer to the manual, look for Bridge and weld.. everything is in there http://softimage.wiki.avid.com/xsidocs/polys_AddingandEditingPolygonMeshComponents.htm#Rcg21415

Also make sure you visit the Community site pages, they are packed of Video Tutorials
This one has a lot of modeling stuff http://community.softimage.com/forumdisplay.php?f=85

09-04-2008, 08:46 PM
Harder r exist any SOFT edges for polygons like maya has, i dont know any solution will be welcome

Yes there is, it's under Model>Modify>Component..
Or just select whatever component you want and right-click>Set Edge/Vertex Crease value

09-04-2008, 08:52 PM
Well thanks i didn't merge them, since i don't have same number of polygon on each side as you can see , I can do it with the split polygon tool (like the green lines) but that means, that your opinion is that I should convert everything to Subd after all (that means i have to use hard edges on the rest of the gun or add many edges on the berder to maintain the overall shape) ? because if not my cylinder is going to be rough and not smooth.

09-04-2008, 09:35 PM
hi, I see...
So just to make this clear, you don't need to "convert" anything to Sub-d in XSI.
You press + and - to add/subtract subdivision levels. Curves/nurbs/polys are "subdividable".
This is all from the Geommetry Approximation node that all types of 3d mesh use for subdivision. So all objects are "subdividable" by default.
Looks like you have subdivided the object with the cylinder... Or am I confused?

If you gonna make the lines to connect this two islands, I would make it with Split Edges, (selec an edge and righ click). Or with the Subdivide edges because than you can specifiy the number of subdivisions and turn the looping on, so it goes all the way to the other side.
This way you just merge this two things and weld the vertices.
Then you bevel your corners and use some hard edges to define the parts you want to keep straight.
I always prefer to model everything high res like full loops everything looking the way I want no matter how many polys I end up with.
Then in the end I optimize things and bake normals and everything I need to make it look the same thing, but lighweight.
So I wouldn't think twice to merge this thing and loop edges around, and add little bevels instead of just crease things.

09-04-2008, 09:51 PM
thanks man, i will try what you said and postthe result. thanks again for the support.

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