[TUT] Softening hard geometry edges

Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
edited February 2011 in Mapping
<div class="IPBDescription">Beginner Level</div>This is a little technique I use very often as I work with my geometry and I thought I should do a tutorial on it. It is a basic technique. This tutorial will be beneficial to beginners. It is a technique I used even in the hammer days but with spark it has become very easy.

This is what we are going to be attacking. I didn't like the hard edge of this support pillar. So I'm going to break it up with a few extra faces. This will take me about a minute or two. Simple and effective.
<img src="http://img717.imageshack.us/img717/8254/image1oot.jpg" border="0" class="linked-image" />


Using the line tool I delimit the border of these new angled faces. Basically I make parallel lines to the original edge, one on each side of this said edge. Sometimes it can be easier to place the vertexes first where you want them as they sometimes snap into a different place.
<img src="http://img843.imageshack.us/img843/3693/image2zd.jpg" border="0" class="linked-image" />


Once the area is delimited I delete the faces I don't need anymore. This can be very quick, deleting the right vertex and all those faces are gone. I love when I get to this point as you can clearly see where this is going.
<img src="http://img835.imageshack.us/img835/9192/image3sc.jpg" border="0" class="linked-image" />


Now we have to mend the area back up. Using the line tool reconnect the two delimiting lines.
<img src="http://img203.imageshack.us/img203/1728/image4la.jpg" border="0" class="linked-image" />


And there you go! You can see the new version of the support looks much nicer than the hard edge of the undone one.
<img src="http://img200.imageshack.us/img200/4904/image5nt.jpg" border="0" class="linked-image" />

This technique is not just for making octagonal pillars. I use when I feel an edge should be softer. Here you can see different ways I used this technique. For platforms(on the left) or for corners (on the right). There are many usages!
<img src="http://img201.imageshack.us/img201/6369/image6t.jpg" border="0" class="linked-image" />

Comments

  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    Nice, the technique is really simple, but it can be one of those things that you dont think of ;).

    How do you get the line/a vertex exactly in middle of face/line tho?
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    edited February 2011
    With the line tool. Just click once on an existing line and it will create a vertex. There is a snap point in the middle of each line which can be annoying if you don't want that vertex/line from the middle. Don't panic! just create it there and you can move the vertex to where you want it.

    Edit: Here I just add one 'line of faces' because that is what I need at that point in time. The steps can be repeated to create an even softer edge. Combine it with psykoman's <a href="http://img197.imageshack.us/img197/4687/tutoriale.jpg" target="_blank">curve technique</a> and you can create very nice curvy edges. It all depends on what effect you want to give. A hard edge will create a big lighting difference and accentuate the contrast between two 'zones'. A softer edge will blend light in and will diminish the 'zone' effect.
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    Good stuff. Thanks for posting it Evil_bOb1. I recommend you add it to the Wiki as well. ;)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    A nice way to explain a basic tut!

    I'm more interested in seeing that design you got going there, prop'd up, textured up and lit up though. That looks very interesting.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    <!--quoteo(post=1831928:date=Feb 13 2011, 11:16 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Feb 13 2011, 11:16 AM) <a href="index.php?act=findpost&pid=1831928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm more interested in seeing that design you got going there, prop'd up, textured up and lit up though. That looks very interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    All in good time ;) I want to get a compete 'playable' geometry version with which I'm satisfied before starting to texture, prop and properly light up. I've found that when you start adding props and even texturing you kind of consider the basic geometry to be done, and you lose some of the freedom the geometry gives. The basic geometry is really what holds everything together. You can also add a tremendous amount of detail just in the geometry, especially with spark. I have come to be very fond of the line tool!
  • hardrock527hardrock527 Join Date: 2009-07-15 Member: 68150Members
    It would be really awesome if they added a subdivide tool in the editor!
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