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#1 |
Registered Member
Join Date: Feb 2005
Location: Sheffield
Posts: 45
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Hi there ive started the mech modeling tutorial. Ive used lightwave for a while now but never tried box modeling so here goes my dumb question. Right at the start, the first time you have to subdivide a box, mine comes out more subdivided than in the tut', and ive entered the figures in exactly the same. Im sure its some other figure I need to change. Anyone know which one?
this is what i mean... hope someone can help thanks |
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#2 |
Moderator
Join Date: Jan 2003
Posts: 1,702
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Maybe its in the General Options (o) shortcut key and perhaps set the subpatch division level to 3.
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#3 |
Registered Member
Join Date: Feb 2005
Location: Sheffield
Posts: 45
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Ahaa!
Thanks swordsman, I had messed around with the General options before, subpatch division was set to 2, so I tried it at one and it was the same. What I didnt change though was the polygon tab, mine was on automatic so ive changed it to Quadrangles like on your screen grab and its worked. Thanks for the help! :beer: |
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#4 |
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Join Date: Feb 2005
Location: Sheffield
Posts: 45
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This isn't affecting my working really its just something ive noticed for a while now. In my perspective viewport, whatever object im creating, when in subpatch instead of it being smooth it is still angular. I know that when it is rendered it would come out as it should but still, ive seen it on tutorials etc smooth and rounded, cant seem to find how to change this though.
Any help? see what i mean... |
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#5 |
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Join Date: Jan 2003
Posts: 1,702
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Yep, again this comes down to the General Options tab (shortcut key "o"). The angularity (if there is such a word) that you are seeing is dependent on the number of subpatch divisions. Each Face that you have when you hit subpatch (Tab) smooths out into a matrix dependent on the subpatch divisions that you have set. So with the default of 3, each face will subpatch down into a three face by three face set. With the subpatch division set to 4, each face will subpatch down into a four face by four face set etc.
To change that, all you have to do is hit "o" and change the subpatch division number up. Also, when you freeze the mesh, using CTRL+D, the subpatch division determines how many faces you end up with. Its best to keep your polygon numbers down to start with so don't worry about it not being too smooth right now, otherwise you end up with more polygons to play with than you need and it becomes too unweildy. If, at the end, when you freeze your model and it still looks angular, you can always hit tab and freeze it for a second time. |
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#6 |
Registered Member
Join Date: Feb 2005
Location: Sheffield
Posts: 45
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Thanking you once again,
great help Swordsman cheers |
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