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2nd March 2013, 12:23 PM | #1 |
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Cylinders and subdividing
Running into a problem. Subdividing a cylinder is causing it to warp too much. I tried placing edge loops near the end caps, but they are also causing a distortion. I want the cylinders to remain straight, but just smooth out more when I subdivide.
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3rd March 2013, 10:47 AM | #2 |
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Re: Cylinders and subdividing
Un-weld the end-cap surfaces.
Last edited by jentron; 3rd March 2013 at 10:51 AM. |
3rd March 2013, 04:00 PM | #3 |
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Re: Cylinders and subdividing
I'm confused.... exactly what are you trying to do?
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4th March 2013, 12:26 AM | #4 |
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Re: Cylinders and subdividing
Sorry Stig, I'm trying to do this, so obviously I got it to work.
http://www.inivis.com/forum/showpost...42&postcount=2 |
4th March 2013, 12:23 PM | #5 |
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Re: Cylinders and subdividing
I'm still curious. Why would you want to "subdivide" a cylinder, rather than simply create it from the get-go with the number of sides you intend? Is it to be subdivided along it's length or the number of faces around its axis?
And what is the end result you want to achieve? If it's what I suspect (wanting segments of varying circumference along one cylinder), I have a suggestion to get the effect you want with a minimum of trouble.
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5th March 2013, 12:19 PM | #6 |
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Re: Cylinders and subdividing
Yes, the "point" you see is intended to look like blown or dripped glass. I didn't want hard angles making it look like it was made with a CAD.
As I've said, I'm probably not doing things right. Right now, I've put that little project aside, since there isn't much remaining on it, and picked up crafting a sword. Small, little things to get familiar with best practices. Making the sword is also giving me problems with edge loops squeezing polys when subdividing. I'm going with your idea of making it with simple, unsubdivided polys. It's turning out well. I'm about to move on to texturing, which has always been a difficult grasp for me. Debating adding a fuller. Last edited by Cynic; 5th March 2013 at 01:23 PM. |
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