extrude/duplicate/smoothing


#1

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


#2

Well I haven’t followed your method in Wings but try selecting your edge loop and bevelling, this will create a loop of polys, then extrude region/normal and smooth. This should create the effect your after with a lot less hassle! - Baz


#3

Hi,

Thanks. So much easier, and also I realize now, so basic. I do have a couple of follow-up questions though.

  1. Is this then the only method that would be used for say, the horizontal creases on a forehead or the lines from the base of the nose to the corner of the mouth?

  2. On an open loop-one that doesn’t come full circle on itself–this creates two triangular polys on the ends. Do you concern yourself with eliminating these or just check it out and sometimes remove them if they bother you after smoothing?

  3. If the model is going to be animated, so that the creases are less visible or even not visible in the relaxed pose, is it just a matter of reducing the amount of extrusion inward for the relaxed pose?

Thanks for any comments

JRH


#4

Now your getting into much more complex areas and the answer has to start with “it depends” LOL!
Forehead creases, crows feet etc are more usually created with three edge loops, the central one is pulled into the mesh to deepen the crease.

Terminating an edge loop can be done in many ways and doesn’t necessarily require tris. The best method will depend on your mesh and how you want the crease to look.

I don’t mean to offend but you sound as though you’re pretty new to modelling or at least to organic modelling. Don’t try and run before you can walk. Look at lots of other peoples models, particularly really good organic modellers like Bay Raitt, Martin Krol, Ken Brilliant etc. and see how they do things.

There is no correct answer to questions like this and the only way you will figure this stuff out is by trying things yourself and observing other peoples work. By all means ask about techniques, just don’t expect someone to give you an answer that will make it all make sense to you !

Making the brow (for instance) look smooth when the crease geometry is relaxed (all lying on the smooth surface, central loop at same depth as outer 2 loops - does that make sense?) depends not only on getting the loops at the same surface depth (Oooh this is difficult to explain!) but also on gradually changing the size of the polys as you move away from the high density “crease area”. If you suddenly change from large polys to small ones you will see rendering/smoothing artifacts no matter how you arrange the mesh.

Hope this isn’t too confusing and helps a bit!

Probably best not to worry about this stuff too much and learn to create a good basic mesh. Morphing/expressions can wait till later! - Baz


#5

Hi,

Thanks for the detailed comments. Yes, I’m new to 3d modelling in general. Three or four months ago I never would have thought I’d even want to be moving in this direction. As a director I was intending to use Kaydara’s Motionbuilder for previsualization for film/tv using clip art characters. Then I read about Wings having an fbx conversion ability and decided to check it out. I discovered I love Wings and am determined, over the long haul, to work at it and see where it takes me.

Yes, I recognize I’m trying to run before I can even walk. But I am trying to learn how to crawl and walk at the same time as I do this. I’m working on very basic models, going through the tuts mentioned on this forum, checking out different sites including Spiraloid, Bay Raitt’s, Ken Brilliant’s, etc.

It’s sometimes hard for me at this point though to get a handle on exactly what to look for and how to interpret it in specific areas of a mesh. Your comments have been very clear and extremely helpful. They give me some important tips that I can play around with in my own basic models but also an additional framework for looking at the work of other people.

Thanks again

JRH


#6

“It’s sometimes hard for me at this point though to get a handle on exactly what to look for and how to interpret it in specific areas of a mesh.”

Hehe, me too!

Seriously, it takes a LOT of experience to just “know” what is required. I went through the same frustration as you when I first started. I think the best thing is not to worry too much about it. Model and read as much as you can and ask lots of questions, but above all have fun! - Baz


#7

Hi,

You nailed it on the head for me. The reason why I even gave a thought to pursuing modelling was that I find Wings fun to use. Despite the fact that I’m looking at a screen it feels incredibly tactile. I appreciate your comments and advice.

Regards

JRH


#8

My pleasure! :o)


#9

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