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VFXWest
07-02-2007, 1:19 AM
I'm fairly new to subdivision modeling and I'm having a bit of a challenge getting the correct geometry for a panel creating. The problem is a notch that I need to create in each corner of the panel.

The Max9 file can be downloaded here:

http://www.timhull.com/training/max/subd_panel_problem.zip

Any insight would be greatly appreciated. Hopefully, others will learn from this as well.

Thanks!

kevjon
07-02-2007, 1:33 PM
I tend to cut this kind of detail from the collapsed high poly mesh to ensure everything is crisp and clean even though it takes more time. I'll leave it to the mesh masters to help with a low poly cage. Perhaps best to upload a obj or 3ds file which can be imported into most 3D apps would likely get more response as very few people have Max 9.

VFXWest
07-02-2007, 5:17 PM
ok, i will check it out.

advice from the subdivision speed demon is always appreciated.

-tim

mrys
07-03-2007, 9:21 PM
I'am not sure how final element should look exactly, but based on attached images I made my SubD version (not collapsed) with notch in the corners. Cause panel is symmetrical in two axes I started to work with 1/4 panel with one corner. After finish notch I copied/mirrored whole model, merge four parts and by welding vertices and making new simpler faces instead of existed too complexed. In final I get low poly cage with only few, necessary triangles.

Of course Kev's method with cutting parts from collapsed mesh is good enough, maybe even give better result with lower polycount, but if you want to keep all as lowcage with SubD modifier the way is a little more difficult.

http://images28.fotosik.pl/16/e8fd3cb70c6df897.jpg (http://www.fotosik.pl)

http://images23.fotosik.pl/16/a6182d8e2d37d1ea.jpg (http://www.fotosik.pl)

http://images27.fotosik.pl/16/6afbde7cb52a5bbe.jpg (http://www.fotosik.pl)

http://images27.fotosik.pl/16/bc11e150b8d4241c.jpg (http://www.fotosik.pl)

mrys
07-03-2007, 10:13 PM
And from the last minute: It is not too much work to get also this small cylinder in corner notch.


http://images24.fotosik.pl/16/69ba83a9639b8425.jpg (www.fotosik.pl)

http://images30.fotosik.pl/16/bce54769b8bec696.jpg (www.fotosik.pl)

It is not necessary to made all as one mesh, but if you want it is possible.

kevjon
07-03-2007, 10:47 PM
Nicely done mrys, you've become a sub-d master.

bbob
07-06-2007, 11:59 AM
yep, it wont deform properly unless you keep it quad, dont mess with triangles or ngons unless you are 100% sure of how it will stretch..

raf
07-06-2007, 2:30 PM
Agree with kevjon.

I couldn't quiet guess how should final part look like, but this mesh could be transformed to cover most variations.

One thing bugs me though. Why you bothered with those tris on upper edges when you could have propagated those edges like this (green lines). It would alleviate small problems with smoothing that are hardly visible on shaded and smoothed render (lack of polys could mess up reflections there if part was reflective though). It is not really the problem but it is consistent with all other edges.

mrys
07-06-2007, 5:56 PM
One thing bugs me though. Why you bothered with those tris on upper edges when you could have propagated those edges like this (green lines).

Good idea:). It is better now and two triangles are out, but radius of the corner (green line) is bigger then before

http://images27.fotosik.pl/18/e7763c923f81fa04.jpg (www.fotosik.pl)

Another solution could be something like this:

http://images23.fotosik.pl/18/9c44eeb3e1d7f43f.jpg (www.fotosik.pl)

Also reduce triangle count, but preseve "sharper" radios of the corner.

There is no one, only right solution. I found polymodelling as puzzle or riddle like a maze, but with few way out.:)