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View Full Version : Crisp Edges in Poly's (Maya)



gilmog1
09-05-2006, 10:03 PM
Hi all,

So ive been doing some modelling myself and have run into a little problem hopefully someone here has a solution too, been through the menu's and these forums and not had much luck. So ive been patch modelling a car and was wondering how i could retain certain sharp edges while smoothing other elements of the object. My model is coming on pretty good and looks even better when smoothed but some edges smooth/curve when i need them to stay straight. Ive attached an example, the right hand side edge (red outline)is what i want to keep straight can anyone help???

Jak_Carver
09-05-2006, 10:50 PM
if you want the right picture to resemble the left picture better, you need to add more subdivision edges in order to strengthen the curves and get them more straight. Right now there arent enough to keep the shape so it gets "averaged" and thus looks smooth.

gilmog1
09-06-2006, 09:20 AM
Ok thanks, so ths split polygon tool should do the job, my only concern is keeping the geometry neat and tidy. youre only supposed to have 4 sided polygons right? sometimes ive found that just isnt possible. is the 4 sided polygon rule set in stone or can it be bent a little ;) ? also i take it that having a point with 5 edges attached to it isnt good either. are these all myths or true??

Jak_Carver
09-06-2006, 11:07 AM
The rule of quads is NOT set in stone. Topology really depends on what your working for and what your tryging to achieve. For example, while working on game engines, you will work with triangles. IF your working on something high res but inorganic, you will probably usually work with quads. If your working on a high res character for CGI animation you can work with mostly quads but you can introduce triangle and ngons where they are benificial. To know when to use which you pretty much have to have racked up alot of experience so you can instinctively know where to place what kind of topology. Try experimenting on your own about this, but unfortunately this is one of those things that cant be taught through tutorials, they are learning experiences.

P.S. This is also software specific, for example, if your going to be working with Zbrush, everythign should be quads as much as possible if not completely quads; zbrush will not import ngons and will pinch your model whereever there are triangles.

gilmog1
09-06-2006, 12:04 PM
Thanks Jak youve been agreat help

Jak_Carver
09-06-2006, 04:36 PM
no prob, just ask if u got any other questions