Hi,
I’m trying to get the hang of how nice creases are created in objects organic and inorganic. I’ve been experimenting on the base of a lightbulb but also interested in wrinkles on faces. I’ve been using select edge loop/extrude normal/decreasing the distance between the two new loops and the original/deleting one of the new loops. I then scale uniform the remaining new loop and the original to get a ridge in the base of the bulb. When I first did a test smooth I saw that a loop of triangular polygons had been created above my crease even though I have all quads in the original. I then realized this was because even though I’m deleting the edge loop, the vertices that were part of the loop remain (Is this supposed to happen?) I then do a cleanup on the object and this problem is taken care of. This sounds like a lot of work as I write it out, but is amazingly fast, especially given the ability to use a highlighted element as a selection. On the other hand, I’m just curious if this is a good workflow for this or whether there are more efficient ways of creating the creases/wrinkles in inorganic/organic models.
Thanks
JRH