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You may not even know it, but you probably already have been working with sub-d models. In this chapter, we've talked about subdivision models. We've seen how on a simple cubic it can work, and how on a hairdryer we can change those bevels and those edges and put edge weights on to create a unique shape. But if you jump over to the Layout tab, you are going to see a lot of models that are already set with subdivisions. Here in the Food category for the Meshes tab, if you double-click the apple for instance and press A key to fit, you will see that this model already has subdivisions on.
How do I know? Just press the Tab key, and you can see it becomes kind of a chunky little model. On a side note, let me talk about these boxes that suddenly appear. Those are locators. And I am going to press the O key on my keyboard and go to Visibility, and here you will find the locators. I will turn those off. So the Tab key, you can see that's already subdivided. If you look at any other models, like the Human-- Let's hold up the Child's Head, and I will hold the Alt key and rotate around and zoom out a little bit. Hit the Tab key.
That already had subdivisions on; you can see how chunky that can be. If you load up the male model and zoom in a little bit, hit the Tab key, that was subdivided. So all of these models that are already here inside of modo that came when you installed your program already have subdivisions applied. And it's a good way for you to study and determine how to build your models based on some of these examples. So in this upcoming project what I am going to show you is working with this hand. This hand model that comes with modo has subdivisions already on.
Now most of these models have just your standard subdivision. So by hitting the Tab key, you can actually see how chunky this hand looks. But smoothing that out with the Tab key really works well. The reason we are using the standard subdivisions is just because this model is built pretty well with a normal quad mesh, a standard quad mesh, meaning every one of these polygons is made up of four points. For that we don't have any edges that are odd in any kind of creases, kind of like that we do with the hairdryer where any beveling might really change its shape, an edge might be needed.
In this case, just a simple subdivision works. We don't need to worry about the Pixar subdivisions. So let's go ahead and open up a different model. I am going to close all of these and not save them. On the exercise files we have a hand. This hand is similar to the one that's in the library, but it's missing a finger nail--I don't know why. But what we are going to do is create one with a bevel. So in polygon mode, we will select just those two polygons right at the tip of the finger. Then we are going to press the B key for bevel, and I want to make sure that Group Polygons is on for the Bevel properties.
Then what I am going to do is click to activate the bevel, and I want to scale this just a little bit. And I also want to stretch it. But look what happens when I press the R key for scale. My Scale command is equal to my world axis. It's aligning to my world axis. My world axis is this work plane, this tall grid back here, and you can actually see this icon down in the bottom left. So the way to fix that is turn off this tool and up here under Work Plane, I am going to say Align Work Plane to Selection.
That changes that grid exactly to that selection, allowing me to press the Scale tool, and that now perfectly aligns with the geometry. So now I can actually just scale that up a little bit more, I'll press the spacebar to turn that off, and then press the B key for Bevel. We will click on this, and I am going to scale that in just a little bit. I will zoom in, and I am going to pull that down, and that way we create that nice little nail bed. Then Shift+Click the bevel again, and I am actually going to pull it back up.
Then press the R key for scale a little bit more, and then we can just flatten it out and lengthen it out. You can even use your Transform tool again just to kind of flatten that out. The last thing I am going to do is press the spacebar to turn off the tool, Shift+Up Arrow to expand my selection, and I am going to give this set of polygons a unique name. So I will press M for Polygon Material, and because the hand already had two surfaces, Skin and Nails, I am just going to choose Nails. And we'll click OK.
So now we've just added a finger nail to the hand, just like the others. If I needed to adjust this it at all-- perhaps he needed a little trim here--you can press the T key, which is Element Move. What Element Move does, it allows me to click on any element--an edge or polygon or point--and just pull and slide that around. If you look at the Tool Properties for Element Move, you actually have a range. So if I go like this you can see that range changing, how much is being influenced.
For me an easier way to do this is to right-click and drag. This is the influence of this tool. What that means is let's say I keep a little bit larger and I click and drag; it's going to pull that range. So I don't need that much range in here. So I am just going to scale this down, just right-click, just about like that, and then I am going to just kind of shape this out a bit.
This is another reason using subdivisions works really well, because we have this kind of flexibility for models like this. If we are working simply just with polygons, well, think of how hard that would be to create that kind of unique shape. So beveling subdivisions works really well when you adjust the Work Plane, when you need specific detail, such as finger nails, little tiny knobs, any kind of little, small detail work really well with bevels and subdivisions.
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