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Thats a cool technique Arnold, perhaps thats similar to what Ivan was talking about by duplicating edges, Ivan also discovered another technique where you add edges to a point that doesn't add face geometry but influences the point, resulting in a sharp point. Here is the equivalent weighted point in C4D.
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Cool beans guys... http://www.talkgraphics.com/images/smilies/biggrin.gif
What a terrific study... http://www.talkgraphics.com/images/smilies/smile.gif
Thanks for the cool shots Mike... I will be taking a closer look at this when I upgrade my CE to maybe v9 http://www.talkgraphics.com/images/smilies/smile.gif I will do what I can to convince my better half that it is a must get sort of thing http://www.talkgraphics.com/images/smilies/wink.gif http://www.talkgraphics.com/images/smilies/biggrin.gif
Hey Arnold, that is a way cool method... one question... When you zoom right in do you see the extra geom, or is this one of those behind the scenes sort of things like as in Mikes example?
Geez, and here I went and did up an example of the cutting in influence loops... I post it for those who, like me, do not have the latest tools to work with re C4D... modeled in Wings3d... yea, I cheated http://www.talkgraphics.com/images/smilies/wink.gif ... but seriously, the slide tool for moving around the loops is just too handy not to use eh http://www.talkgraphics.com/images/smilies/biggrin.gif
Keep the C4D stuff going here guys... I will upgrade and totaly benifit from this info you all have provided... http://www.talkgraphics.com/images/smilies/smile.gif
Arnold, I apologize for hyjacking the thread somewhat here... just we are all so nuts about 3D and always very anxious to work together with most any question etc... http://www.talkgraphics.com/images/smilies/biggrin.gif
we will still be appreciating you fine project believe you me... I think we are all car lovers here at TG http://www.talkgraphics.com/images/smilies/biggrin.gif
Looking forward to your updates http://www.talkgraphics.com/images/smilies/smile.gif
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I did a comparison,
left=extrude+CTRL click, Right=add weight to corner points and edge.
I did a sub-d level 3 poly count, the object on the left has 704 faces on the right 384 faces. There is additional geometry.
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You're right Gidgit, this is an interesting study. The method I gave before is not good for this situation as it does add geometry to the model. I had a hard time finding it because it superimposes it on top of existing points and planes, which caused no end of trouble later while trying to add some thickness to the polys. I have found that the knife method is the best for me. I also found that if I select edges, right click extrude, then hold down shift and drag it inserts new edges in the model next to the selected ones. This I would assume is the same as knife but is easier to use on a curved section. I think I have found my method to continue with the car. Thanks for all your help guys.
Arnold
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Well that is good info to know Mike... anytime there is extra geom like this, then other conciderations come into play as well...
Like how the extra geom will effect/influence the curve at the back end of the hood where it is lined up with the curve of the windshield area...
I know that just the influence loops I placed along the rise in the hood on z, already influenced this back area not to curve, and as such I placed a couple of more loops length ways front to back along z within the two larger side and center areas shown, did a loop cut and VM, and then had to select the back edges and move along z to gain said curve... http://www.talkgraphics.com/images/smilies/smile.gif
Edited: hi Arnold... I was too busy writing and missed your post... yes indeed, this is an awesome study for all eh http://www.talkgraphics.com/images/smilies/biggrin.gif
Yea, best just to place the geom where you need it the first time around, using influence loops to decide such matters... http://www.talkgraphics.com/images/smilies/smile.gif haha, in all of this I sort of boobed as well eh... I forgot the rule of rules... first gain the overall shape, then cut in http://www.talkgraphics.com/images/smilies/wink.gif hehe... this was fun http://www.talkgraphics.com/images/smilies/biggrin.gif
Thanks again Mike... this was awesome info to know regarding these approaches with C4D... http://www.talkgraphics.com/images/smilies/smile.gif
and keep it going Arnold http://www.talkgraphics.com/images/smilies/biggrin.gif