12 December 2003, 12:20 AM
Errr I don't know what that object is, but it looks a bit weird. If you use a more complex model the subpatch level makes a BIG difference.
12 December 2003, 12:30 AM
When you increase the subpatch level, you are dynamically increasing the resolution of your object in Layout. From your image, it looks like you've taken a 4-point poly, beveled it in, then back out again. LightWave's subpatch mode attempts to smooth across the polys, and in this case creates a spherical shape. At a subpatch level of 12, you have fewer virtual polys and LightWave's phong renderer is able to smooth across them, creating more of a circular appearance. But at a subpatch level of 20, LightWave is producing so many virtual polys, that the true nature of the base object is becoming noticable.
Take a look at My Modeling Overview Tutorial (http://www.trinitymediainc.com/Tutorials/html/modeling_overview.html) and pay particular attention to the section on subpatch modeling. (http://www.trinitymediainc.com/Tutorials/html/modeling_3.html)
The information in those tutorials will help you understand subpatches a little better and why you're getting the ressults you are.
As a rule of thumb, anything over a supbatch level of 8 is overkill. I've rendered images with a subpatch level of 12 before, but only for high-res print output. For video, 6 is a very reasonable level, and I'll often keep my models at 4 or 3.
If you want to create a more rounded shape (to avoid the corner creases you're seeing), you can use subpatch weights. Here's a Mini-Tutorial on Subpatch Weights (http://www.trinitymediainc.com/Tutorials/html/subpatch_weights.html) from my website.
Hope this helps!
12 December 2003, 12:33 AM
it's my characters eye.. he's still wip
12 December 2003, 07:27 AM
Oooooh he's supa cute :)
12 December 2003, 01:55 PM
do you like the eyes above or the ones in this picture more ?
by the way, this one was rendered in Cinema 4D modeled in LW
01 January 2006, 10:00 PM
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