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In this intermediate workshop, author, designer, and educator Ellery Connell will help you hone your modeling skills to create realistic product visualizations in MODO 601. Get hands-on examples using both polygonal and SubD modeling in MODO, as well as sculpting, retopology, and the dynamic physics simulator Recoil. Plus, learn how to quickly flesh out ideas and prototypes, add clean and precise details to your models, and create complete scenes that include elements such as particles, lighting, and cloth. This is a hands-on workshop where you can discover and practice techniques using real-world models.
In this entire video, I'm going to be using P Subs, so not regular Sub Ds, but most of these things will also apply to regular Sub D models. So, I'm going to grab this cube here, press Shift + Tab to put it into P Subs, and now let's look at some of the ways we can achieve some more sharp creases on this. Now, if I wanted to create something like a cylinder, I would want to create two sets of extra edges. And that is because, when you're dealing with subdivision surfaces, every edge from your unsubdivided model.
So we'll say this edge here. If you want to achieve a sharp edge or a sharper edge, usually you're not going for completely razor sharp edges. And because that little bit of rounding will add subtle realty to your models. But when you're dealing with these edges and you want to sharpen them you need to consider three different edges. Their needs to be the existing edge or the edge that you're trying to achieve, and incoming edge so the polygons coming into it and an outgoing edge the polygons out of it.
So, those two sets of edges are what will give you sharped crease. So let's go back into P Subs here, and I'm going to start just by adding a loop slice. Let's set my count back to one and my mode to free, and I'm just going to drag this all the way up to the top. And now, I'm going to grab this polygon on the top, press B for my bevel tool and then just pull that in a little bit. So, maybe about ten millimeters. Now what you can always do here is unsubdivide, and then you can kind of eyeball and see. (audio playing) Oops, looks like I added in an extra bevel there.
Now, you can eyeball and see how close these are to each-other. Now, if wanted to really line this up well, we'd probably want to take this edge and just pull it down vertically a little bit, so that the distance here through the side is similar very close to the distance here on the top. Now, it feels exactly right or not it going to be very, very small distance, so often not worth worrying about getting it exact, but just so you know, the closer those are, the more even the curve is going to be incoming and outgoing. Now, let's go ahead back in, push Shift + Tab.
And you can see that I've got a nice round here. Now, my actual subdivision level is set relatively low at this point, so I'm going to increase my subdivision level under Campbell Clark Subdivision. Two, let's go to a level 4, and even with this very low polygon page, a level 4 subdivision is going to give you a nice, clean edge. Okay, so here you can see, here is the existing edge, the edge that we're trying to achieve. And here is the incoming edge, and here is the outgoing edge. And obviously, if you want to argue, you could always say that the polygons are going this way and then this is the incoming edge. And that's the outgoing edge.
But you know, that depends on how you want to look at it. Either way, you need both of those edges in order to achieve a good crisp surface. So if, for example, I take out this edge, you can see there's really no way I'm going to retain any kind of sharpness. And likewise, if I take out this bottom edge, again no kind of real sharpness. Because now, all I have is my existing edge with one secondary edge. So, those supporting edges are going to be what adds rigidity to your models. So, if I were to for example, let's go here and add in an edge over here. You can see now this edge is nice and sharp, and that's the one that has incoming and outgoing.
But this one over here not so sharp, and that's because I don't have anything to support it here. If I were to add in another edge over here, now you can see that I've got a corner because this entire corner is supported by incoming and outgoing edges. And in order to get a corner like this, with three sides going into the corner, actually needs supporting edges in three directions and it's both incoming and outgoing on the X, Y, and Z. So, this can be a little bit confusing at first, I know, but if you take the example of a cube, you can usually tell how these subs are working.
I'm going to complete the cube by adding a few extra support edges so, I'll just put one over there. And I'm going to put one over there. And one down there. And that should just about do it. Now, the dead giveaway always if you're missing one of these. So for example, if I take one of these off, you can see that I'm going to get that weird rounding here, and it's not going to look quite right. Now, sometimes you're going to want that little bit of rounding, and you want that rounding on one area to be looser than another area.
So, it's important to remember that this is sometimes what you want. Be careful though, make sure that you've got it when you need it and now when you don't. The rule of thumb is if it looks kind of funny and you see a pinched edge like this, where a vertex is shooting way off, you're probably one loop Slice short. So, adding in that one loop slice will typically clean up your entire model, will clean up all of those pinching vertices. And give you a nice, clean surface to work on. So, adding support edges to crease your subdivision surface models, typically has to do with finding the edge that you want to achieve, adding an incoming edge, and then adding an outgoing edge to get a good crisp corner.
And if you're looking for curve in one direction, leave out either the incoming or outgoing edges and that will give you something nice that's still contains an overall sharp form, something like this, but will give you that little bit of smoothness on your sub D model.
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