Hello,
I'm currently working on an environment. I created this modular window piece.
But, I have a little problem with the corners, my top edge is hard and I want is smooth, to keep the continuity. Obviously, I tried to reduce the effect of the control loop by merging some vertices, but when I do this, my corner is not a corner anymore, it turns flabby and I have another artefact.
So I hope that I'll recieve some help,
Thanks,
Samuel.
Replies
I'd make a flat window and use a bend modifier.
Thanks
Try to play with the modifier( pivot point and channels), it's a bit tricky at first ( the maya bend modifier could really use a visual upgrade)but i'm sure it'll give you the result you want in the end and you'll be able to make a lot of modular pieces with one asset
And thank you for your answers dudes
Samuel.
I finally found a solution, while reading Noors's and perna's messages. The idea was to densify my geometry (as battlecow said), and just keep faces near my hard edges completly aligned along the Y axis. In other words, I just "reduced" the influence of my bridge (through the curve generated when doing the bridge) on my hard edge.
So, there's not any smoothing problem anymore, thanks to each person who answered this thread
PS : The Bend Tool is a nightmare to use. Even after several YouTube's videos. It's quite hard to get a decent result with the Bend. I'm sure that this tool is cool, but I'll give it a try once this asset is finished
Samuel
The answer is probably that none of this will be in focus and move on with my piece. With something so so so small its rarely a problem, even for baking purposes.
@peanut™; : For sure, it was a small issue and this part of the piece will be hidden inside the final environment. But I think that if I have the time to do it properly, I must start again. For sure, inside a pro studio, you'll say "It's not perfect but I can't work on this little piece anymore, I have a lot of work". But here, I'm working on my free time, so I think that this thread was a great idea because I learned several important things about Sub-D modeling. And then, the next time I'll have a similar piece, it will be easy to get a perfect shape