Bevel vs Subdivision? (Environment Modelling)

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Old 11 November 2012   #1
Bevel vs Subdivision? (Environment Modelling)

Hi guys,

I'm working on a short film and I'm thinking about the best way to keep polygon counts as low as possible.

My question is about keeping rounded edges on things like furniture. I usually add edge loops all around the object to keep nice rounded edges when subdivided, but this adds a lot of extra geometry. I tried bevel but it creates triangles and n-gons that need to be cleaned up afterwards (or do they not matter?). So what would be the best way to keep good shapes and low poly counts? or is it the texture's job?

Thanks in advance!
 
Old 11 November 2012   #2
Model it like it's your final object, meaning do the work the subdivision is doing, but instead of adding unecessary edges, make sure they are distributed to the silhouette to make the object as round as possible. You don't need 4000 edges to make something look round.
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Old 11 November 2012   #3
Also, for non-closeup assets most renderers have a 'round corners' shading effect that will give the appearence of a smooth bevel. It's usually on a per-shader basis. There is also crease functions related to sub-d modeling. You didn't provide details of your 3d package/renderer, however.
 
Old 11 November 2012   #4
Quote:
Originally Posted by musashidan
Also, for non-closeup assets most renderers have a 'round corners' shading effect that will give the appearence of a smooth bevel. It's usually on a per-shader basis. There is also crease functions related to sub-d modeling. You didn't provide details of your 3d package/renderer, however.



Thanks for the answer! I'm using Maya, and will probably render with mental ray or Vray, I'm not at that point yet.

Im glad I asked this before keep going, I was ready to smooth everything on the scene but it didn't make sense after a few models. It's my first time dealing with a big environment.

Thanks guys!
 
Old 11 November 2012   #5
Yea, try using the mr round corners shader in the overall bump slot of your mia shader.

I'm not sure how to get the effect in vray, but I'm sure its possible.

You can also get an edge highlight from just adding a simple, one faced bevel at a 45 degree angle.

-AJ
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Old 11 November 2012   #6
Quote:
Originally Posted by AJ1
Yea, try using the mr round corners shader in the overall bump slot of your mia shader.

I'm not sure how to get the effect in vray, but I'm sure its possible.

You can also get an edge highlight from just adding a simple, one faced bevel at a 45 degree angle.

-AJ



If I use mental ray to round the corners should I still bevel or add some edges? For example a cube, should I leave just 6 faces and use MR to do the work?
 
Old 11 November 2012   #7
Hey man,

It depends on how far away the cube is, and how much bevel you want. The mr round corners is great for simulating small bevels. It wont alter your geometry. It works best on sharp corners that you haven't used the poly bevel tool on.

Do some experiments, and see what looks best for your scene.

-AJ
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Old 11 November 2012   #8
Quote:
Originally Posted by AJ1
Hey man,

It depends on how far away the cube is, and how much bevel you want. The mr round corners is great for simulating small bevels. It wont alter your geometry. It works best on sharp corners that you haven't used the poly bevel tool on.

Do some experiments, and see what looks best for your scene.

-AJ



Sounds good, I will see how it works.

Thanks AJ!
 
Old 11 November 2012   #9
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