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Add points to a edge
Posted: 30 May 2012 07:41 PM   [ Ignore ]   [ # 16 ]
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@ Apoc23.

I think I understand what you are looking for.  Please all the God’s Daz sorts out the forum so that we can illustrate our explanations with screen shots once again. 

If I understand correctly, you gave two examples the first a circle to which unless I miss read you seemed to imply that you have been attempting to add additional vert’s one by one to improve it’s visual appearance.  If I’m correct; wrong, wrong, wrong. 

Select the type of line circle to suite your needs and release your mouse button, do NOT double click your mouse button, nor should you validate or press the enter key.  Instead look in the right hand properties window for the circle and near the foot of the top panel you will find a small box labelled number of points. Using either the up or down arrows, or, by rotating your mouse wheel, or, by typing into the rectangular box the number of points/vert’s you desire will automatically distribute around the circumference of the circle the correct number of vert’s with equal spacing between them.

Regarding the blocky car as you put it,  for your second example.  Firstly make a copy of the file, renumber it so that you preserve the original file. Then working on the duplicate file select the object/form listed in the properties panel on the right second panel down where it lists the object component tree. With this highlighted, select level 1 smoothing from the horizontal listing near the top of the properties panel.  Now return back down to the second from the top tree panel mentioned previously and click on the small lighting bolt symbol, the result will be a reduction in what you describe as a blocky car.  Is this the right way to make a smoother model ?  Is WHOLE NEW CAN OF WORMS,

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Posted: 30 May 2012 10:10 PM   [ Ignore ]   [ # 17 ]
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Thanks for the added advice red wink but hop and steve already provided answers to this problem. im not looking to create either a circle or anything like that lol, as far as the car goes, there are certain points in modeling where smoothing out a entire object just wont work, due to the fact that it needs to look blocky on certain areas in order to give its full effect/feel/looks.

I rather have a high polygon model then a low polygon model with high level smoothing wink hope that makes sense, but ty for the feedback non the less ^^

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Posted: 31 May 2012 08:25 AM   [ Ignore ]   [ # 18 ]
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Oh right then , regarding the car you retain as you call it the blocky appearance by adding additional tessellations to resist smoothing by supporting those areas that you require them to have a sharpish edge or by applying a bevel to the edge.  How sharp or how gentle the edge or bevel depends on how close to the original tessellation you choose to place the support and in the case of the double extrude tool, the number of additional tessellations you add.  smile

I’d rather have a high polygon model then a low polygon model with high level smoothing

To clarify, by selecting level 1 smoothing and then collapsing the dynamic geometry by clicking the lightening bolt does increase the poly count uni-formally. If your model’s initial total poly count is say 1500; by using level 1 smoothing,  collapsing the DG will increase the poly count to 3000+/-.  Select level 2 smoothing on the duplicate mesh and collapse the DG and the poly count will shoot up much higher.

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Posted: 31 May 2012 08:47 AM   [ Ignore ]   [ # 19 ]
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RedSquare - 30 May 2012 07:41 PM

Please all the God’s Daz sorts out the forum so that we can illustrate our explanations with screen shots once again

 
Heheh….you can!!!  smile
 
I couldn’t figure it out either until yesterday. The old format was pretty straightforward, but this new site makes it rather obscure. It “hides it in plain sight”, so to speak…  smile
 
When you’re writing your post, look down at the bottom where the 2 buttons say “preview post” and “submit post”. Just above those 2 buttons is another button with a greyed out window that says “Browse”.
 
Click it, and you can take it from there! cheese
 

 

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Posted: 31 May 2012 08:51 AM   [ Ignore ]   [ # 20 ]
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@ afreaginname

Ah!  Many thanks all is now light.  cool cheese

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Posted: 02 June 2012 07:49 PM   [ Ignore ]   [ # 21 ]
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RedSquare - 31 May 2012 08:25 AM

To clarify, by selecting level 1 smoothing and then collapsing the dynamic geometry by clicking the lightening bolt does increase the poly count uni-formally. If your model’s initial total poly count is say 1500; by using level 1 smoothing,  collapsing the DG will increase the poly count to 3000+/-.  Select level 2 smoothing on the duplicate mesh and collapse the DG and the poly count will shoot up much higher.

ah didnt know that wink thats useful to know, thank you

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Posted: 04 June 2012 01:03 PM   [ Ignore ]   [ # 22 ]
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You’re welcome, just remember that unless you do this on a renamed duplicate file, once you’ve saved the file and/or closed down Hex’ you can’t undo the action, should you wish to continue modelling with a low poly mesh subsequently.  wink

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