I'm rebuilding a part of a timberwolf model I made a while back, and when I try to make the armor plating on the round center torso, I get mixed results. What I'm doing is cutting then beveling/extruding the faces outward using the "local normal" setting so that I get an even thickness everywhere. As you can see in
this picture, I get good results with some nice smooth edges. However, in more complex areas where my cuts intersect a lot of polygons, I get some
distortion in the edges after beveling and it's very hard to manually correct. So my question is, can I create plating like this so that I always get smooth edges and the thickness remains constant with another technique? (I'm using max 6}
Thanks
Replies
I think the distortions are happening where there are triangles.
Here's a model that was made here for normal mapping.
The high-res subdivided model...
...and the low-res "cage" model, with the subdivision turned off...
Now, this model isn't as "clean" topologically as it could be, notice the triangles on top of the cylinders, those create dents in the high-res model. But for our purposes this was fine since the model was converted down to normal maps and this kind of shading didn't really show up.
Here are some links that might help you understand the technique.
Subdivision modeling resource page
http://maxrovat.sns.hu/subdiv/
Bay Raitt's modeling notes
http://cube.phlatt.net/home/spiraloid/tutorial/modeling.html
Subdivision Surfaces in XSI
http://www.iro.umontreal.ca/~roys/softimage_xsi/files/docs/html/model/subdivs.htm
Does this make sense? I hope it helps.
James, the guy who built this, says he uses UVW Unwrap to planar-map selected chunks of the model, or UVW Map to cylinder-map other chunks then collapse the stack, then UVW Unwrap again to arrange the pieces. Also Deep UV to relax the UVs, works much faster/better than that UVHelp script.
(thanks again Martinez for the polycounter, that thing's great)
The point I'm trying to make in this thread is that after extruding a large number of faces inwards/outwards along the normals, I get distorted edges, mainly around the windows. I also don't want to round the edges, what I meant was edges with a smooth curvature and sharp edge when I originally said "smooth edges". Although I can probably get away with the distortion as it's not too noticeable when rendered from a small distance:
You can create very hard-edged bevels with subdivision, just by placing two edges really close together. You do get a lot of control, it doesn't have to be smooth and blobby.
But it's only the end results that count, whatever way you use to get there doesn't matter if it renders well, right?
I know from experience that trying to adjust an already-tesselated mesh can be very frustrating. You can run into performance problems too... in the viewport, in the UV editing, in the rendering. Sub-D helps you avoid a lot of that, but it has issues of its own too.
You might try only extruding along the existing grid lines, not cutting new ones, and just sliding the edges around to get closer to the shape you want. Try the Constraints: Edge/Face tools in Editable Poly, might help.