View Full Version : Hard Edges on a Smooth Surface
IronWarrior 08-22-2009, 08:31 PM Hey there CGtalk,
I'm working on an Iron Man model, but I've run into a few snags. I did a bunch of hard surface modelling (with SubDs) tutorials before I made this model, but I don't remember seeing how to create a hard edge on one part, but keep a smooth surface and ensure there's no pinching. That probably didn't make a ton of sense, but I brought pictures...
http://img38.imageshack.us/img38/3275/helmet01.jpg
Okay, the picture's a little big. Anyways, there's my surface, before smoothing.
Here it is after...
http://img259.imageshack.us/img259/6491/helmet02.jpg
I want to keep that surface looking exactly as it is, except for I want that curve to run sharply along those two red lines. The problem is I can't seem to figure out any way of making it sharp without ruining another part of the model...If I do something like this...
http://img412.imageshack.us/img412/6912/helmet03.jpg
Notice the two new edgeloops. This will make that corner really sharp, but it will sharpen the all the edges that run along the front of the mask-not something I want to happen. I tried just adding an edgeloop on either side of the corner, and just ending it before the front of the mask, but it creates a big n-gon that makes for some pinching...I just can't seem to think of any way to make it sharp and avoid pinching!
Thanks for any help!
|
|
GrogMcGee
08-23-2009, 06:10 AM
just bevel the corner edges not the whole loop.
TheThidMan
08-23-2009, 09:58 AM
just bevel the corner edges not the whole loop.
Won't that just create pinching??
Really you just have to reorganise your topology. Try looking at other people's human face modelling to see what i mean (EDIT: actually i think car modelling might be a better example). Rather than add in specific new edges to make a single corner sharp, you need to make the edges flow in such a way as to make them close at one point and distant at another.
Alternatively, if you don't want a slightly smoothed corner and you just want a super sharp corner, you can "Smooth by smoothing groups" or similar, which is an option in meshsmooth and turbosmooth modifiers. You may need to reasign polygon smoothing groups to get this to work as you want though.
-Nova-
08-23-2009, 02:32 PM
You need more base geometry to maintain the curvature.
GrogMcGee
08-23-2009, 02:43 PM
watch each of these videos http://digitalapprentice.net/Community/index.php?option=com_content&task=view&id=67&Itemid=154
IronWarrior
08-23-2009, 05:20 PM
Thanks for all the responses, guys!
just bevel the corner edges not the whole loop.
Not quite sure what you mean...but I've tried alot of different bevels and chamfers and it usually creates pinching.
Won't that just create pinching??
Really you just have to reorganise your topology. Try looking at other people's human face modelling to see what i mean (EDIT: actually i think car modelling might be a better example). Rather than add in specific new edges to make a single corner sharp, you need to make the edges flow in such a way as to make them close at one point and distant at another.
I s'pose I'll look at some car tutorials, but I was hoping I was missing something simple...
Alternatively, if you don't want a slightly smoothed corner and you just want a super sharp corner, you can "Smooth by smoothing groups" or similar, which is an option in meshsmooth and turbosmooth modifiers. You may need to reasign polygon smoothing groups to get this to work as you want though.
I like having the slightly beveled corners, and I find it's really inefficient and time consuming to work with Smooth by smoothing groups...
You need more base geometry to maintain the curvature.
Not quite sure what you mean here, I know I need more geometry, but I want one of my curves sharp and the only smooth.
watch each of these videos http://digitalapprentice.net/Commun...d=67&Itemid=154 (http://digitalapprentice.net/Community/index.php?option=com_content&task=view&id=67&Itemid=154)
I did already, but I don't remember it covering this sort of sharp/smooth stuff.
GrogMcGee
08-23-2009, 05:28 PM
:curious: ummm well the videos do cover those cases (in fact it covers all of the cases ... since almost all hard surfaces involves some form of what you're doing...) ... you can see your case in the screen shots used for the title screens for part 1 and part 2.
http://lh4.ggpht.com/_kyuBN4GsaYo/SpF-spHg6pI/AAAAAAAADLs/xudI99JhicY/s800/Fullscreen%20capture%2023082009%2013713%20PM.jpg
becomes
http://lh4.ggpht.com/_kyuBN4GsaYo/SpF-tUpBu_I/AAAAAAAADLw/1vHKmX51h1k/s800/Fullscreen%20capture%2023082009%2013719%20PM.jpg
IronWarrior
08-23-2009, 05:58 PM
Awww...how did I miss that...I chamfered it properly and moved some vertices...and no pinching! I can move on with the model!
Thanks very much for all the help guys!
slipmaggot75
08-26-2009, 09:24 PM
Inside of Maya when hitting 3 on the keyboard it shows your smooth mesh preview mode. What you can do is under proxy in the polygon menu choose what edges you would like to preserve as being hard and crease them to the maximum which is 10. That will preserve your hard edges on a smoothed mesh. Beveling will work also but i belive this is a quiker and more affiecient way.
GrogMcGee
08-26-2009, 09:48 PM
Crease isn't really a very good solution:
http://lh4.ggpht.com/_kyuBN4GsaYo/SpWuKVeh_4I/AAAAAAAADOA/4HIQ2gWZs24/s800/Fullscreen%20capture%2026082009%2055003%20PM.jpg
left bevel, right crease
crease will give a hard unnatural edge. It also doesn't transfer across file formats, since it's not geometry.
slipmaggot75
08-26-2009, 10:04 PM
ok i see what you mean i think it just depends on how you want to use it. I usually crease for going from maya to zbrush. It will convert over and will become actual geometry if you convert smooth mesh preview to geo under the convert menu in maya.
CGTalk Moderation
08-26-2009, 10:04 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.