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Old 06-26-2006
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jaisonjones jaisonjones is offline
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How to Create Nice Edges??

Ok so im working on a Lambo Murcie and im trying to get a tight edge on the top corner of the headlight/fender. Anyways, im using maya so instead of chamfering, i beveled which is the save thing and this is the edge I go. Can anyone help me with that I should do to get that pinch out and yet might anice edge. Sorry for the big pic
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Last edited by jaisonjones : 06-26-2006 at 01:12 AM.
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Old 06-26-2006
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aleg8r aleg8r is offline
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it looks to me as if u have the left pic as a subD if so , the "pinch" is not there as it looks like its on subD level 1 and will render smooth if u wanna see what it will look like in render press 3 it should go smooth if not then i have no clue wtf is wrong it should be real smooth with that wire
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Old 06-26-2006
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Perhaps try something like this
Note that the real thing is more complex than you were making it
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Old 06-26-2006
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jaisonjones jaisonjones is offline
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Nighteye,Ill give that a try & Aleg8r, it is on smooth level3.
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Old 06-26-2006
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ColdFlame ColdFlame is offline
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i had a similar problem with my murc but i made it as the real one so it is easier and no problem occurs at all.cuz the rounded corner and the sharp edge are not on the same line
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Old 06-26-2006
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Well its alot better but still a little pinching.

Yea thats why i asked you for that close up on yours. Its looks real good cold
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Last edited by NightEye : 06-26-2006 at 08:46 AM.
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Old 06-26-2006
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Perhaps add this line
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Old 06-26-2006
Le Bucheron Le Bucheron is offline
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you have a pinching there because you have more than to edge joining the same corner.

Try zooming on that corner to see if you need to weld the vertex together.
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Old 06-26-2006
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multimediaman multimediaman is offline
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my theory on meshsmooth'd / subd'd meshes is:

for every edge of a mesh, there are a number of surfaces.

First two surfaces are the primary surface. say you were making a L shaped curve, like on a metal stair step You'd have the two primary polygons that are 90° from eachother, and then you've got the bend. The bend is made up of two secondary polygons, and for best results, the "bevel" polygon. The secondary polygons have as close of a normal direction as possible, to their adjacent primary polygon. so if you've got a stair step top, the verts of the secondary polygon would be the same Z height as the verts from the primary polygon. What this does, is prevent the smoothing from affecting the topology of the primary, and most important shape-defining polygon. Now the bevel polygon, on the case of this stair step, is going to be 45° from the top primary faces. Then begins your verticle secondary and primary face. So now you have a shape something like:
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Old 06-27-2006
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XSImatrix XSImatrix is offline
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multimediaman, is that the chamfer box method of creating corners? i cant remember. Also, it gets very tidius if you do that to every corner of your model... damn i wish their was a plugin tool for that ahhaa.

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