![]() ![]() It's been my experience though, that these days you can get even the messiest mesh to animate, you only run into problems where you may need a morph for something, as building the morph around poles can be tricky or annoying. Then, I do a retopo of this cleaner mesh to get an even cleaner, more organized polygon structure. My models usually go through a few revisions - I model without thought of topology so I can get the forms right, then I clean up that model (removing bad topology where I can). Minimizing or relocating them become the only options, which is something I do on the fly as I complete an area of mesh. As to does it make a difference, I would say, in my opinion, it depends on what the model will be used for and how close it will be seen.įor a Poser character, I'm forced to model-in details I would normally leave to displacement if it were a personal project, so poles are an unavoidable evil. I tend to go for as clean as I can make it in the final but as I am building, I do what I need to do to get the form/shape right. Doo-Sabin tends to not smooth organic surfaces as well as Catmull-Clark does, which is why Catmull-Clark has become such a popular algorithim. So that's what the newly added Catmull-Clark algorithim does. ![]() This new method also maintains UV textures and will work on curve polygons. The polygon Subdivide command optionally uses the same algorithm as the Pixar Subdivision Surface representation does for Using FBX 2010.2 and the new Pixar Subdivision Surfaces, you can now exchange the semi-sharp crease data between modo Crease Edges: The points that have two incident edges (valence = 2) are moved by the crease rule, others are smooth.Crease All: All of positions on the boundary are moved by the crease rule (sharp edge rule).Smooth All: All of positions on the boundary are moved by the smooth rule. ![]() You to control the way points are moved on a boundary in three different ways: The Boundary Rules option, available in mesh properties, allows The new Pixar Subdivision Surfaces support Boundary Rules. The new PSub by using the Shift-TAB key combination Surface) geometry provides a number of advantages including semi-sharp creasing and no texture warping. Modo now allows you to optionally use Pixar’s industry-compliant subdivision surface representation. Well, I'm not sure what algorithim Modo has used in the past, so that's what I meant by 'normal subdivison'. The structure that is modeled is the control cage for the subdivided model, it’s not just a modifier that when added just somehow makes the model better.Attached Link: More on Modo's New Modeling Features The use of subdivision surfaces is planned, including the subdivision level. There are also severely non-planar polygons Īnd there are non-manifold errors because of two interior faces Yours has n-gons and triangles that make a different pattern when subdivided Subdivisions are predictable with quadrilateral face structure. When using Catmull-Clark to refine the forms by adding more geometry and approximating the surface again, showing the subdivision on the control cage doesn’t show the actual vertex positions and if not before, building a model structure with that on you eventually end up with a mess because of that. The modifier is set to be visible in edit mode, and also on the control cage. That’s added geometry that doesn’t do anything to improve the form so it’s useless. With that it puts 4x more geometry on each subdivision level (with quadrilateral faces), optimally without changing the surface at all. The modifier is set to simple, which subdivides all faces without deforming it. ![]()
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