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Sub-d tip: Perfect 8 sided cylinders from quads

AlecMoody
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AlecMoody ngon master
I'm sure other people have figured this out as well but I thought I would share it since I have never seen it before.

Often times when sub-d modeling you will be turning 4 sided shapes into cylinders by connecting across both sides of the quad and then scaling the new vertices out. In the past I have just eyeballed it and its been close enough. However, if you are like me you don't like the idea of imperfect shapes in your hard surface modeling. There may also be cases where you need your result to be very precise (like if a true cylinder is interfacing with your sub-d work).

The top half of the image shows how I derived the scale factor, the bottom are some examples of why its useful.
perfect_cylinders.jpg

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