[教學]Edge loops

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[教學]Edge loops

文章HapZungLam » 24日 2月 2004年, 04:51

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Anyone who doesn't know how the edge loops should go of a head may take a look at this.

The coloured area is very important to form a proper head. So that you wont' get any problem from animating to rendering.

You must clean your mesh up after awhile. See if there has any useless edge floating around, is there too much triangles and polys. Do the best to reduce any polys or triangles into quads.

When you add an edge, try not to add a sigle edge but add a whole loop. If the end of the loop can't connect to any point, you will get into problems lateron.
最後由 HapZungLam 於 18日 6月 2004年, 00:47 編輯,總共編輯了 2 次。
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文章HapZungLam » 24日 2月 2004年, 05:07

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The corner of the mouth "Must" split into 2 edges. Otherwise you'll have a pointy edge mouth.
最後由 HapZungLam 於 18日 6月 2004年, 00:48 編輯,總共編輯了 1 次。
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文章deonchan » 24日 2月 2004年, 05:17

原來口角位的是位置是要這樣的 :roll:
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文章Dick Ma » 24日 2月 2004年, 06:02

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in my POV of a LW user:

The aim of using edge loop for the face is that you can make your face model more complex by using bandsaw, or reduce your face model by using bandglue, without spoiling your model or UV map due to the above processes.

So making your face model in ALL QUAD is important because tris will break the loops....(this model is all quad)

And it is not necessary to make the corner of the mouth like this.... because LW use subpatch to smooth models.... for smooth corner, just increase the corner details using edge loop.. [/img]
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文章HapZungLam » 24日 2月 2004年, 07:10

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Thanks for Dick to pull this topic up so that i can get into more detail.

Softimage copied the function of subpatch from Lightwave since XSI version 1.5 name as subdivision. The idea is to smooth a poly, multyply 4 times of its own. In many cases can hide alot of errors: including double edges and points.

I quote myself "The corner of the mouth "Must" split into 2 edges". Artist better be keeping it as a habbit of making 2 edges rather than 1. It is alright to hide this error by smoothing the surface however, if you are making a low polygon character, this may not be hidden.

I've given 2 different way so of modeling of the corner of the mouth. 1 with single edge and another with double. You can see the wired corner with a visible line expending from the mouth with a single edge. You can tell right away that this person is using a sigle edge. Even with subpatch, it does hide alot of problems because it draws alot more edges in between the polys to smooth it out. But in some face shapes if the corner of the mouth is very extreme such as a big smile. It still have the wierd line expending from the corner.

Both polygons(over 5 sided poly) and triangles will damage your surface. However, a triangles is still better than a polygon.

In a low polygon surface. Triangles will not effect the render in most cases. Because when the software doing render, it is going to divide all the polys into triangles anyway. So if your triangle isn't in a chaotic position it probably won't cost any problem.

Same idea in High polygon surface. Subpatch or smooth or subdiv will try to multiply it by 4 (or 3 if you have a tri) so it works fine.

However a poly will cost much problems. When the software is triangulating the poly it will change its way to draw triangles due to different angles. Yes, diffreren angles of your camera. Which means you'll get a different shapes in different angles.

High poly in subpatch will cost even worse problems. off alot of time it doens't know how to multiply. Some buggy software will cost the result of crashing. Otherwise it will give you wierd shapes. Aspecially when you are making faceshapes blending them using morph targets. Which will cost the poly crashing each others.
最後由 HapZungLam 於 18日 6月 2004年, 00:48 編輯,總共編輯了 1 次。
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文章ricky » 24日 2月 2004年, 12:16

The fuxk guy HapZxxgLxm!! Do you think U are instructor or

teacher or high end in CG field! What the fuxk guy.......
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文章moc » 24日 2月 2004年, 13:53

麻煩請管理員cut咗樓上條友D粗口!!好心啦..............要爆粗就唔好上來....
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文章HONG KONGer » 24日 2月 2004年, 15:36

ricky 已經成日系道搞事, 個口咁臭都唔知食左乜.
人地教你就話人串, 咁你唔洗學CG喇.
簡直就系CG界既渣滓.
你咁勁不如教返我地呀!
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文章ricky » 24日 2月 2004年, 15:52

fuxk is 粗口???? Do U know how to spell it粗口???? moc
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文章HONG KONGer » 24日 2月 2004年, 20:49

fcuk ricky, ricky lick aXXXole, U kiss sXit.
Now fxxk off and go away.
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一句到尾.....咪理佢

文章陳根 » 24日 2月 2004年, 23:03

有 d 人真系無野做到咁... 尤得佢自己一個響度講啦,只要跳過佢個post...繼續寫自己o既post就得啦,你理佢...咪即系中佢計囉,唔好理佢...又睇下佢可以自說自話幾耐囉。
右:"我們應該尊重不同種類所擁有的不同天性,應該避免強逼對方接受自已的理念。我們共通的目的是什麼 ? 總之就是- 生存下去- 吧 。"
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多謝

文章陳根 » 25日 2月 2004年, 02:44

唔記得左添,多謝 HapZungLam 個tutorial ....幾簡潔 :D :lol: :D :lol: :D :lol:
右:"我們應該尊重不同種類所擁有的不同天性,應該避免強逼對方接受自已的理念。我們共通的目的是什麼 ? 總之就是- 生存下去- 吧 。"
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