bad marine ass@Posted: Mon May 02, 2005 9:58 am    Post subject: Rounding the edges (increasing poly count): Hi guys, sorry here's another question, please bear with me

I'm working on the grip underneath the barrel, but it looks fugly because it is very low poly. What are the possible ways to turn it into a round-edged object? I can't use subdivision because it has more than 4 vertices on that one particular polygon (the one that looks like a 'W' in the Perspective window). All help appreciated thanks!

aph0x``@Posted: Mon May 02, 2005 1:15 pm    Post subject: : hey ho

First you can apply the "Triple" command to your surface.. after you did that you should be able to subdivide.

another method would be to build your part direct in detail ...

c
y
a

BNA!@Posted: Mon May 02, 2005 2:30 pm    Post subject: :
 aph0x`` wrote: hey ho First you can apply the "Triple" command to your surface.. after you did that you should be able to subdivide. another method would be to build your part direct in detail ... c y a

I'd say you better don't triple the polys before you subdivide them - it works best with quads rather than triangles.
Just make sure you don't have polys with more than four vertices.
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bad marine ass@Posted: Mon May 02, 2005 4:34 pm    Post subject: : I'd try to subdivide, but I don't know which ways to cut the poly in order to achieve the curve I want when I go into subdivision mode. I always achieve some weird-arsed shape that has polygons clipping n lumping together

1eyed@Posted: Tue May 03, 2005 4:20 am    Post subject: : ligthwave can only subdivide quads and triangles?

that sucks I like to work with x sided non planar subdivided polys in XSI, that do I add edges in.

like the lower part of a high res face is just 1 subdivided polygon, then I can just add all edge loops for all the detail on that subdiveded polygon.

If i'm not happy, i just delete the edges I don't need and redo it

in the end I will ofcourse try to end up with only quads

Ok, now for something usefull

http://maxrovat.sns.hu/subdiv/

oDDity@Posted: Fri May 06, 2005 7:48 am    Post subject: : Use the extender tool to bevel out the polys a side at a time. You can just extendter like bevel except it will take all the polys on each side like a group instead of breaking them into individual polys.
You could have modeled that with a box, using the edge chamfer you wanted to start with, or used splines.
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Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

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EarthQuake@Posted: Thu Jul 21, 2005 6:27 am    Post subject: : Whoops i read the thread but didnt really pay too much attention to the picture, anyway i guess i can show you how to make much nice barrels lol(asuming you are doing this high-poly)

Like most things in life it can all be done with the bevel tool.

oDDity@Posted: Thu Jul 21, 2005 1:08 pm    Post subject: : Extender is far superior to bevel.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site

bad marine ass@Posted: Mon May 02, 2005 9:58 am    Post subject: Rounding the edges (increasing poly count): Hi guys, sorry here's another question, please bear with me

I'm working on the grip underneath the barrel, but it looks fugly because it is very low poly. What are the possible ways to turn it into a round-edged object? I can't use subdivision because it has more than 4 vertices on that one particular polygon (the one that looks like a 'W' in the Perspective window). All help appreciated thanks!

aph0x``@Posted: Mon May 02, 2005 1:15 pm    Post subject: : hey ho

First you can apply the "Triple" command to your surface.. after you did that you should be able to subdivide.

another method would be to build your part direct in detail ...

c
y
a

BNA!@Posted: Mon May 02, 2005 2:30 pm    Post subject: :
 aph0x`` wrote: hey ho First you can apply the "Triple" command to your surface.. after you did that you should be able to subdivide. another method would be to build your part direct in detail ... c y a

I'd say you better don't triple the polys before you subdivide them - it works best with quads rather than triangles.
Just make sure you don't have polys with more than four vertices.
_________________
Staff - The world is yours, soon in 6 degrees of freedom!
Visit ModWiki

bad marine ass@Posted: Mon May 02, 2005 4:34 pm    Post subject: : I'd try to subdivide, but I don't know which ways to cut the poly in order to achieve the curve I want when I go into subdivision mode. I always achieve some weird-arsed shape that has polygons clipping n lumping together

1eyed@Posted: Tue May 03, 2005 4:20 am    Post subject: : ligthwave can only subdivide quads and triangles?

that sucks I like to work with x sided non planar subdivided polys in XSI, that do I add edges in.

like the lower part of a high res face is just 1 subdivided polygon, then I can just add all edge loops for all the detail on that subdiveded polygon.

If i'm not happy, i just delete the edges I don't need and redo it

in the end I will ofcourse try to end up with only quads

Ok, now for something usefull

http://maxrovat.sns.hu/subdiv/

oDDity@Posted: Fri May 06, 2005 7:48 am    Post subject: : Use the extender tool to bevel out the polys a side at a time. You can just extendter like bevel except it will take all the polys on each side like a group instead of breaking them into individual polys.
You could have modeled that with a box, using the edge chamfer you wanted to start with, or used splines.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site

EarthQuake@Posted: Thu Jul 21, 2005 6:27 am    Post subject: : Whoops i read the thread but didnt really pay too much attention to the picture, anyway i guess i can show you how to make much nice barrels lol(asuming you are doing this high-poly)

Like most things in life it can all be done with the bevel tool.

oDDity@Posted: Thu Jul 21, 2005 1:08 pm    Post subject: : Extender is far superior to bevel.
_________________
Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.
- Emil Zola

character models site