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View Full Version : Adding Details To Box Modelling...? Meshmooth kills them!


Clockwork
07-13-2003, 07:43 AM
I started with a simple box and have a great shape of what I am modelling, the problem is that I can't seem to keep details or lines, such as wrinkles and such, as soon as I hit meshmooth, they all smooth out, is there anyway to keep details, or any tutorials on this subject...?

Thanks in Advance,
Clockwork!

sam
07-13-2003, 08:12 AM
for wrinkles you need to bring at least 3 edge loops close together

for details like warts you need to similarly bring your edge loops and rings close together around the detail

if things are getting smoothed out its because your edge loops are not "homing in" on the detail like it should. Add more loops and compact them together where you need it.

For example lets say you have a 4 x 4 plane that has been converted into a poly object and you simply extrude one of the polys and then meshmooth you will get a very smoothed out bit of terrain.

However, if instead of doing one extrude do one very small extrude and then a larger extrude and then see what happens when you smooth it. (Should look like a half globe coming out of the ground)

Now try a small extrude and then a large extrude and then a small extrude and then smooth it. Hmm, even more interesting! (Should look like a nice chamfered cylinder coming out of the ground)

Now add some edge loops running closely on both sides of the vertical edges to your chamfered cylinder to make that cylinder into a chamfered box.

Now do a healthy inset on one of the sides of the chamfered box followed by a very small extrude and then a large extrude and then a small extrude to grow out a cylindrical arm from the box.

Keep playing. Once you see how you need to bring the edge loops and edge rings close together to control the smoothing it becomes very intuitive!

biffen
07-14-2003, 08:29 AM
No no no no no.

Disregard that.

All you want is "Smoothing groups". Go down to 'Surface Properties' in polygon mode and designate some smoothing groops. If 2 bordering polygons have different smoothing group IDs, then there is an edge, instead of smoothing the border.

You'll see. Go and try it. Its easy to learn.

Ian Jones
07-14-2003, 10:59 AM
Don't disregard either method. Try both the suggested ideas.

Prs-Phil
07-14-2003, 01:13 PM
yeah both are fine, but if you want a really hard edge use the smoothing group way.

conio
07-14-2003, 08:31 PM
you could also you creased-edges in Meshsmooth!

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