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  • Always model the simplest control cage possible.
  • Always view your model with smoothing or render it using PxrVisualizer.
    • You can even model in a live PxrVisualizer render !
  • Use creases to make sharp or semi-sharp edges without adding extra edge loops.
    Creases
  • Corners work like creases for vertices.

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    Corners

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    In this animation, 3 edges of a triangular face have a crease value of 5.0.

    We increase the triangle's corner values from 0 to 5.0.

    Note the very smooth transitions around the tightened areas.

  • There are 3 type of subdivision surfaces.
    • Catmull-Clark is the most flexible and popular one.
    • Loop is a triangle-based subdivision surface.
      • No creases or corners
      • useful for cloth simulations
    • Bilinear is like a catmull-clark with infinitely hard creases on all edges

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This is a creased displaced catmull-clark subdivision surface.

Increasing the micropolygon length is equivalent to making the object's size smaller in the image.

  • When the object is large, it is finely tesselated into milions of micropolygons.
  • When the object becomes smaller than a pixel, only the control mesh remains.

This works a bit like an automatic level of detail.



Model detailing

Often, it is better to rely on displacement and bump mapping to add details.

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