Subdivision modeling in Alias

Become familiar with the dedicated Subdivision Workspace as you discover subdivision modeling methods and terminology.


Tutorial resources

These downloadable resources will be used to complete this tutorial:


00:02

In Alias, we can create smooth NURBS models

00:05

using subdivision modeling techniques.

00:09

A subdivision object has an orange wire frame

00:12

but sometimes it will be shown green if it's got construction history

00:15

like Symmetry Align here.

00:19

The individual patches are known as limit surfaces

00:22

and we don't manipulate these directly.

00:24

Instead we use the subdivision control cage

00:28

that I can show with this box shading mode

00:30

and manipulate by turning on the control vertices.

00:35

And then I can use the normal Selection and Transform tools

00:39

to shape the subdivision either in the box shading

00:42

or more typically with surface shading.

00:45

And you can see that all the limit surfaces update and stay connected and smooth.

00:51

And because these are NURBS surfaces, I can create a hybrid model.

00:56

So you can maintain the simplicity of the SubD control cage

01:00

but also use traditional NURBS trimming and surface tools.

01:05

So here I've projected curves and trimmed holes in the limit surfaces

01:09

and added a surface filet

01:11

and the same up here

01:13

all with history and without affecting or over-complicating the SubD topology.

01:19

So you can present a finished design but keep the subdivision model easy to change.

01:26

And the topology of the control cage is key

01:28

to sculpting more complex shapes like this car.

01:32

So we're generally aiming for quads where possible

01:35

with a good flow in both directions.

01:38

But we do have the flexibility with subdivisions to use star

01:41

points like these five edges coming into one point here,

01:45

and n-gons like this five sided one

01:48

and three sides down here.

01:51

And this thicker edge is a crease on the subdivision cage

01:55

which gives a sharp edge on the limit surfaces.

01:59

So if I check the G2 curvature continuity,

02:02

all the non-creased surfaces are smoothly connected.

02:06

And where a crease is specified, you get G0 position continuity.

02:13

You won't get production quality highlights,

02:15

but you do maintain a smooth coherent object as you make changes.

02:20

And this means that you can focus on shaping

02:22

your design by moving the control cage vertices.

02:26

And the subdivision math does all the work

02:28

of keeping those limit surfaces smooth and connected,

02:31

which is a big time-saver around tricky blended areas like this wheel arch.

Video transcript

00:02

In Alias, we can create smooth NURBS models

00:05

using subdivision modeling techniques.

00:09

A subdivision object has an orange wire frame

00:12

but sometimes it will be shown green if it's got construction history

00:15

like Symmetry Align here.

00:19

The individual patches are known as limit surfaces

00:22

and we don't manipulate these directly.

00:24

Instead we use the subdivision control cage

00:28

that I can show with this box shading mode

00:30

and manipulate by turning on the control vertices.

00:35

And then I can use the normal Selection and Transform tools

00:39

to shape the subdivision either in the box shading

00:42

or more typically with surface shading.

00:45

And you can see that all the limit surfaces update and stay connected and smooth.

00:51

And because these are NURBS surfaces, I can create a hybrid model.

00:56

So you can maintain the simplicity of the SubD control cage

01:00

but also use traditional NURBS trimming and surface tools.

01:05

So here I've projected curves and trimmed holes in the limit surfaces

01:09

and added a surface filet

01:11

and the same up here

01:13

all with history and without affecting or over-complicating the SubD topology.

01:19

So you can present a finished design but keep the subdivision model easy to change.

01:26

And the topology of the control cage is key

01:28

to sculpting more complex shapes like this car.

01:32

So we're generally aiming for quads where possible

01:35

with a good flow in both directions.

01:38

But we do have the flexibility with subdivisions to use star

01:41

points like these five edges coming into one point here,

01:45

and n-gons like this five sided one

01:48

and three sides down here.

01:51

And this thicker edge is a crease on the subdivision cage

01:55

which gives a sharp edge on the limit surfaces.

01:59

So if I check the G2 curvature continuity,

02:02

all the non-creased surfaces are smoothly connected.

02:06

And where a crease is specified, you get G0 position continuity.

02:13

You won't get production quality highlights,

02:15

but you do maintain a smooth coherent object as you make changes.

02:20

And this means that you can focus on shaping

02:22

your design by moving the control cage vertices.

02:26

And the subdivision math does all the work

02:28

of keeping those limit surfaces smooth and connected,

02:31

which is a big time-saver around tricky blended areas like this wheel arch.

00:03

If you prefer to stay in the Default Workspace,

00:06

then you can access all of the Subdivision tools here in the palette.

00:11

And if you use a shelf,

00:12

you could use the middle mouse button to drag that onto the shelf as a separate tab.

00:17

And that opens out all of the tools onto a single level

00:20

which makes them easy to access.

00:24

And you'll also want easy access to

00:25

the subdivision selection tools here under point types

00:30

and here under SubD.

00:32

So you can either add these to your shelf as well

00:35

or like I've done here, to your marking menu.

00:40

Alternatively, you can go directly to the dedicated Subdivision Workspace

00:45

and this has a shelf docked at the

00:47

top with most of the subdivision tools already added

00:50

and the Symmetry tool here and some useful curve tools.

00:55

The marking menus have Pick Vertex, Edge Face and Face and Edge Loop already added.

01:01

And over here in the Control Panel, there's a dedicated SubD panel shelf

01:06

with Transform, Display and Navigation tools.

01:10

And these have been set up with the default Maya hotkeys.

01:14

And because we're using numeric hotkeys and the letter R which is reserved,

01:19

you need to turn off the Auto prompt line mode here for those single hotkeys to work.

01:25

So you can use 2 for box shading

01:30

and 4 to display the vertices.

01:33

And then I could use the marking menu to pick an edge loop

01:37

and then R for Scale

01:41

and W for Move

01:44

and make changes to your model.

01:47

And then when you're finished, you can use 5 to turn off the controls.

01:53

And finally, the palette isn't shown by default,

01:56

but you can open it at any time from the Windows menu

01:59

if you need access to any of the palette tools.

Video transcript

00:03

If you prefer to stay in the Default Workspace,

00:06

then you can access all of the Subdivision tools here in the palette.

00:11

And if you use a shelf,

00:12

you could use the middle mouse button to drag that onto the shelf as a separate tab.

00:17

And that opens out all of the tools onto a single level

00:20

which makes them easy to access.

00:24

And you'll also want easy access to

00:25

the subdivision selection tools here under point types

00:30

and here under SubD.

00:32

So you can either add these to your shelf as well

00:35

or like I've done here, to your marking menu.

00:40

Alternatively, you can go directly to the dedicated Subdivision Workspace

00:45

and this has a shelf docked at the

00:47

top with most of the subdivision tools already added

00:50

and the Symmetry tool here and some useful curve tools.

00:55

The marking menus have Pick Vertex, Edge Face and Face and Edge Loop already added.

01:01

And over here in the Control Panel, there's a dedicated SubD panel shelf

01:06

with Transform, Display and Navigation tools.

01:10

And these have been set up with the default Maya hotkeys.

01:14

And because we're using numeric hotkeys and the letter R which is reserved,

01:19

you need to turn off the Auto prompt line mode here for those single hotkeys to work.

01:25

So you can use 2 for box shading

01:30

and 4 to display the vertices.

01:33

And then I could use the marking menu to pick an edge loop

01:37

and then R for Scale

01:41

and W for Move

01:44

and make changes to your model.

01:47

And then when you're finished, you can use 5 to turn off the controls.

01:53

And finally, the palette isn't shown by default,

01:56

but you can open it at any time from the Windows menu

01:59

if you need access to any of the palette tools.

00:03

I can use primitives to create some of the basic shapes for this bike.

00:07

There's four subdivision primitives here on the palette

00:10

and up here on the shelf.

00:13

So I'll just start with the SubD cylinder

00:16

and it says enter the position.

00:17

So if I click in the perspective view, it gets created in a column orientation

00:22

centered on the ground plane.

00:24

So if I wanted to do this part of the exhaust, for example,

00:27

I'd need to rotate this by clicking here

00:30

and typing 90 degrees in the prompt line.

00:33

Alternatively, if I just delete that one,

00:36

what most users do is first choose an orthographic view and then place the cylinder

00:41

so that it's already in the orientation that I wanted.

00:44

And that just saves me doing the rotation.

00:48

So then I can use the Transform manipulator to

00:51

get that into the right shape and position.

00:56

For the front forks. I can use another cylinder.

00:59

And this time I'll use the top view to place it

01:02

and then I can use the left orthographic view to stretch it and scale it

01:07

and move it roughly into position.

01:11

And now if I rotate it,

01:12

you'll see that the Transform manipulator goes with it when I'm in this Pivot mode.

01:16

So the scaling still works nicely.

01:19

And here it can be useful to use the Move Pivot tool to control that pivot position.

01:24

And I'll just drag it so you can see the green pivot point.

01:28

And I'm just gonna hold down the Ctrl key

01:30

to snap it accurately to this vertex point,

01:34

so that now when I do a transform,

01:36

the scaling and rotation is working from that

01:38

pivot point in a much more manageable way.

01:42

And I've always got the option to switch to Global if

01:44

I prefer to work in the grid directions around the centroid.

01:49

So I'm gonna leave these two as simple cylinders.

01:54

But for the seat, I'll need a more sculpted shape.

01:56

So I'll start with a box primitive and I'll double click or Shift-click

01:59

to open the option window.

02:02

But first, I'll just place it

02:04

and shade it

02:06

and scale it a bit

02:08

and it doesn't look much like a box because it's

02:10

the control cage shape that box is referring to.

02:15

So I can get that a bit wider.

02:17

And now it's really important to keep this

02:19

window open so you can change these settings.

02:22

So I can make a guess as to what I'm going to need

02:26

and I can continue to transform the box.

02:30

But as soon as I close that window, I can't get back to it.

02:32

There's no Query Edit History on SubDs,

02:36

but that's not a problem because let's say I now spend some time sculpting the seat,

02:41

either using the Transform tool or the individual Move,

02:44

Rotate and Scale tools whichever you prefer.

02:50

So I'll get more of a seat shape.

02:52

I can bring up the middle a bit

02:54

and then maybe drop this center part down

02:59

and then maybe rotate the whole seat and move it up a bit.

03:03

And then now if I need to change the number of divisions in either direction,

03:06

I can use Delete and Insert.

03:09

So if I use Pick Edge Loop,

03:11

I can then just hit Delete on the keyboard to remove one

03:14

and to add divisions, I can use the Insert tool here.

03:17

And there's two options.

03:20

Parallel is the default,

03:21

which means I select an edge loop in the direction that I want an extra one in

03:25

and then just drag it to the location I want.

03:28

And I can do that in either shading mode,

03:31

but I'm gonna undo that one.

03:32

And then this time I'll use the Perpendicular option instead.

03:37

And here I just click on any edge to break in a new edge loop across it.

03:43

And it's up to you which one you prefer to use.

03:47

So you can keep sculpting and adding or deleting

03:50

divisions until you get the shape you want.

03:53

And you can create some quite useful

03:55

results starting from simple primitive shapes.

Video transcript

00:03

I can use primitives to create some of the basic shapes for this bike.

00:07

There's four subdivision primitives here on the palette

00:10

and up here on the shelf.

00:13

So I'll just start with the SubD cylinder

00:16

and it says enter the position.

00:17

So if I click in the perspective view, it gets created in a column orientation

00:22

centered on the ground plane.

00:24

So if I wanted to do this part of the exhaust, for example,

00:27

I'd need to rotate this by clicking here

00:30

and typing 90 degrees in the prompt line.

00:33

Alternatively, if I just delete that one,

00:36

what most users do is first choose an orthographic view and then place the cylinder

00:41

so that it's already in the orientation that I wanted.

00:44

And that just saves me doing the rotation.

00:48

So then I can use the Transform manipulator to

00:51

get that into the right shape and position.

00:56

For the front forks. I can use another cylinder.

00:59

And this time I'll use the top view to place it

01:02

and then I can use the left orthographic view to stretch it and scale it

01:07

and move it roughly into position.

01:11

And now if I rotate it,

01:12

you'll see that the Transform manipulator goes with it when I'm in this Pivot mode.

01:16

So the scaling still works nicely.

01:19

And here it can be useful to use the Move Pivot tool to control that pivot position.

01:24

And I'll just drag it so you can see the green pivot point.

01:28

And I'm just gonna hold down the Ctrl key

01:30

to snap it accurately to this vertex point,

01:34

so that now when I do a transform,

01:36

the scaling and rotation is working from that

01:38

pivot point in a much more manageable way.

01:42

And I've always got the option to switch to Global if

01:44

I prefer to work in the grid directions around the centroid.

01:49

So I'm gonna leave these two as simple cylinders.

01:54

But for the seat, I'll need a more sculpted shape.

01:56

So I'll start with a box primitive and I'll double click or Shift-click

01:59

to open the option window.

02:02

But first, I'll just place it

02:04

and shade it

02:06

and scale it a bit

02:08

and it doesn't look much like a box because it's

02:10

the control cage shape that box is referring to.

02:15

So I can get that a bit wider.

02:17

And now it's really important to keep this

02:19

window open so you can change these settings.

02:22

So I can make a guess as to what I'm going to need

02:26

and I can continue to transform the box.

02:30

But as soon as I close that window, I can't get back to it.

02:32

There's no Query Edit History on SubDs,

02:36

but that's not a problem because let's say I now spend some time sculpting the seat,

02:41

either using the Transform tool or the individual Move,

02:44

Rotate and Scale tools whichever you prefer.

02:50

So I'll get more of a seat shape.

02:52

I can bring up the middle a bit

02:54

and then maybe drop this center part down

02:59

and then maybe rotate the whole seat and move it up a bit.

03:03

And then now if I need to change the number of divisions in either direction,

03:06

I can use Delete and Insert.

03:09

So if I use Pick Edge Loop,

03:11

I can then just hit Delete on the keyboard to remove one

03:14

and to add divisions, I can use the Insert tool here.

03:17

And there's two options.

03:20

Parallel is the default,

03:21

which means I select an edge loop in the direction that I want an extra one in

03:25

and then just drag it to the location I want.

03:28

And I can do that in either shading mode,

03:31

but I'm gonna undo that one.

03:32

And then this time I'll use the Perpendicular option instead.

03:37

And here I just click on any edge to break in a new edge loop across it.

03:43

And it's up to you which one you prefer to use.

03:47

So you can keep sculpting and adding or deleting

03:50

divisions until you get the shape you want.

03:53

And you can create some quite useful

03:55

results starting from simple primitive shapes.

00:02

In this next example, I've built some simple block shapes using NURBS surfaces

00:07

as these give me very clean reflections.

00:10

So I'm going to use the side surfaces

00:13

and with Retopo,

00:14

I'm going to select the surfaces as targets

00:17

and then Next and then Go.

00:21

And a slightly different way of working is

00:23

to just start by specifying the whole shape

00:26

and then creating a large face

00:29

and then I'll do another one.

00:31

And then I can just use Insert using Shift

00:35

to add divisions

00:36

in particular where I've got features I want to capture.

00:40

And because we had smooth target geometry,

00:43

the subdivision has got pretty good highlights

00:46

which gives me a good starting point to develop the side of the vehicle.

00:51

And with the roof,

00:52

I'll use the NURBS surfaces and an existing SubD

00:56

which doesn't fit the roof shape yet.

00:59

So if I do

00:60

retopo, I'll pick the target surfaces as before.

01:02

But this time, I'll answer the second prompt by selecting the SubD

01:06

and then hit Go.

01:09

Now this doesn't automatically snap to the target surfaces

01:12

until I pick and move a vertex.

01:16

And I can use the Relax tool with the right mouse button as

01:19

a quick way to get all of the vertices attached onto that target.

01:27

And then if I don't use any target geometry, so I'll just hit Next and Go,

01:33

I can create directly in a view plane.

01:36

So I'll choose the side view

01:38

and then draw freely with all of the

01:40

Retopo tools.

01:42

And there's no great advantage to this, but some users just like the Retopo

01:46

workflow and prefer it to starting with curves or primitives.

01:53

Now, this only creates a flat SubD in that view plane.

01:56

So I would delete the construction history so that

01:59

the vertices no longer snap back to the plane

02:02

and then move it and edit it with the normal

02:04

SubD tools to start building up this cant rail.

Video transcript

00:02

In this next example, I've built some simple block shapes using NURBS surfaces

00:07

as these give me very clean reflections.

00:10

So I'm going to use the side surfaces

00:13

and with Retopo,

00:14

I'm going to select the surfaces as targets

00:17

and then Next and then Go.

00:21

And a slightly different way of working is

00:23

to just start by specifying the whole shape

00:26

and then creating a large face

00:29

and then I'll do another one.

00:31

And then I can just use Insert using Shift

00:35

to add divisions

00:36

in particular where I've got features I want to capture.

00:40

And because we had smooth target geometry,

00:43

the subdivision has got pretty good highlights

00:46

which gives me a good starting point to develop the side of the vehicle.

00:51

And with the roof,

00:52

I'll use the NURBS surfaces and an existing SubD

00:56

which doesn't fit the roof shape yet.

00:59

So if I do

00:60

retopo, I'll pick the target surfaces as before.

01:02

But this time, I'll answer the second prompt by selecting the SubD

01:06

and then hit Go.

01:09

Now this doesn't automatically snap to the target surfaces

01:12

until I pick and move a vertex.

01:16

And I can use the Relax tool with the right mouse button as

01:19

a quick way to get all of the vertices attached onto that target.

01:27

And then if I don't use any target geometry, so I'll just hit Next and Go,

01:33

I can create directly in a view plane.

01:36

So I'll choose the side view

01:38

and then draw freely with all of the

01:40

Retopo tools.

01:42

And there's no great advantage to this, but some users just like the Retopo

01:46

workflow and prefer it to starting with curves or primitives.

01:53

Now, this only creates a flat SubD in that view plane.

01:56

So I would delete the construction history so that

01:59

the vertices no longer snap back to the plane

02:02

and then move it and edit it with the normal

02:04

SubD tools to start building up this cant rail.

00:02

The topology so far creates quite soft surfaces.

00:06

So we can use the Bevel and the Crease tools to create some sharpness.

00:11

So I'll start with Bevel and have a look at this rear fender area.

00:16

So Bevel is a variation on the Insert tool,

00:19

but it has Distance set as the default Offset mode.

00:23

And there's this Edge Loop setting, which is quite useful,

00:26

so I'll use that to pick this edge loop here

00:29

and just do a space bar for Build

00:32

and then either adjust this Distance slider or more typically

00:35

just click and drag with the left mouse button.

00:39

And if I zoom in here,

00:41

a division of 1 deletes the original edge and

00:44

adds two new edges spaced equally either side.

00:48

So I can increase those divisions here

00:50

or interactively with the middle mouse button.

00:55

And then I've got a Crown option to go from rounded to flat

00:59

and I can use the right mouse button

01:00

and I'll stick with 1 for a rounded fillet effect.

01:05

And typically I'll use two divisions which keeps a central edge

01:09

and then a bigger distance gives a softer edge

01:12

and a smaller distance makes it more like a fillet

01:17

So that gives quite a nice sharp highlight.

01:21

But Bevel will add complexity.

01:24

So here I've got a lot of vertices that will need managing.

01:28

So I can undo that with a Ctrl-Z.

01:31

And then if I take this Edge Loop setting off,

01:34

I could just do the Bevel on a few edges instead.

01:37

And then when I build it,

01:39

it gets created OK,

01:41

but again, I get complexity in the limit surfaces.

01:46

So I can undo that or if you can't undo

01:49

you just need to pick the new edges and hit the Delete key.

01:53

But be aware that the original edge CVs won't necessarily be

01:56

in exactly the same place as before you did the Bevel,

01:60

so use undo if you can.

02:03

So an alternative is the Crease tool.

02:06

It doesn't have any options, so we select the edges first.

02:09

So I'm gonna do this wheel arch

02:11

and then just hit Crease

02:13

and it creates a sharp edge on the limit surfaces,

02:15

but without adding any extra edge loops.

02:20

Now, if I just take off the shading here and I open up the Draw Style options,

02:25

you can see that by default,

02:27

interior edges are shown in single line thickness,

02:30

boundary edges are double,

02:32

and creased edges are displayed at four times thickness, so they are easy to spot.

02:37

And just note that I've made this selection color whiter for these videos.

02:41

It'll normally be a pale orange.

02:45

So I could use Crease instead of Bevel for this fender.

02:48

And I'll start with the whole edge loop and Crease.

02:51

And that's a really quick way of adding definition into the model.

02:56

It's also easy to remove a crease.

02:59

So if I don't want to see this break in the wheel arch, I can simply pick the edges

03:03

and do an Uncrease.

03:05

So then the crease will attempt to fade out smoothly.

03:09

And if it doesn't fade the way you want

03:12

over here on the palette in the Subdivision tab,

03:14

there's an extra tool called Modify Crease.

03:19

And if you then click on the creased edge,

03:22

then where it's red at this boundary edge, it's locked and you can't modify it.

03:26

But if there's enough edges, ideally, at least three or four,

03:30

then I can modify the fade out. So if I go from 3 to 4, that edge softens off a bit

03:36

or a bit more

03:38

or I can turn it off.

03:40

And when the Modify is applied,

03:42

these sliders become active for modifying the sharpness

03:46

and the bias.

03:47

But typically I'd leave these at the default values to create a simple crease.

03:52

And this Modify option can be a bit tricky.

03:55

So it won't work here where the ends are both locked

03:58

and it won't work if you haven't got enough edges to control the fade out.

04:04

So finally, I'm just going to have a look at a more finished example here

04:08

just to show you that the Crease has some limitations.

04:11

So down here, for example, I've creased along these three edges

04:15

and it's creating some distortion in the limit surfaces.

04:19

So you might remodel that or use Bevel instead.

04:25

But in general, it's a really efficient way to add definition to features

04:29

without increasing complexity on the control cage,

04:32

which is particularly useful as you're building up the topology.

Video transcript

00:02

The topology so far creates quite soft surfaces.

00:06

So we can use the Bevel and the Crease tools to create some sharpness.

00:11

So I'll start with Bevel and have a look at this rear fender area.

00:16

So Bevel is a variation on the Insert tool,

00:19

but it has Distance set as the default Offset mode.

00:23

And there's this Edge Loop setting, which is quite useful,

00:26

so I'll use that to pick this edge loop here

00:29

and just do a space bar for Build

00:32

and then either adjust this Distance slider or more typically

00:35

just click and drag with the left mouse button.

00:39

And if I zoom in here,

00:41

a division of 1 deletes the original edge and

00:44

adds two new edges spaced equally either side.

00:48

So I can increase those divisions here

00:50

or interactively with the middle mouse button.

00:55

And then I've got a Crown option to go from rounded to flat

00:59

and I can use the right mouse button

01:00

and I'll stick with 1 for a rounded fillet effect.

01:05

And typically I'll use two divisions which keeps a central edge

01:09

and then a bigger distance gives a softer edge

01:12

and a smaller distance makes it more like a fillet

01:17

So that gives quite a nice sharp highlight.

01:21

But Bevel will add complexity.

01:24

So here I've got a lot of vertices that will need managing.

01:28

So I can undo that with a Ctrl-Z.

01:31

And then if I take this Edge Loop setting off,

01:34

I could just do the Bevel on a few edges instead.

01:37

And then when I build it,

01:39

it gets created OK,

01:41

but again, I get complexity in the limit surfaces.

01:46

So I can undo that or if you can't undo

01:49

you just need to pick the new edges and hit the Delete key.

01:53

But be aware that the original edge CVs won't necessarily be

01:56

in exactly the same place as before you did the Bevel,

01:60

so use undo if you can.

02:03

So an alternative is the Crease tool.

02:06

It doesn't have any options, so we select the edges first.

02:09

So I'm gonna do this wheel arch

02:11

and then just hit Crease

02:13

and it creates a sharp edge on the limit surfaces,

02:15

but without adding any extra edge loops.

02:20

Now, if I just take off the shading here and I open up the Draw Style options,

02:25

you can see that by default,

02:27

interior edges are shown in single line thickness,

02:30

boundary edges are double,

02:32

and creased edges are displayed at four times thickness, so they are easy to spot.

02:37

And just note that I've made this selection color whiter for these videos.

02:41

It'll normally be a pale orange.

02:45

So I could use Crease instead of Bevel for this fender.

02:48

And I'll start with the whole edge loop and Crease.

02:51

And that's a really quick way of adding definition into the model.

02:56

It's also easy to remove a crease.

02:59

So if I don't want to see this break in the wheel arch, I can simply pick the edges

03:03

and do an Uncrease.

03:05

So then the crease will attempt to fade out smoothly.

03:09

And if it doesn't fade the way you want

03:12

over here on the palette in the Subdivision tab,

03:14

there's an extra tool called Modify Crease.

03:19

And if you then click on the creased edge,

03:22

then where it's red at this boundary edge, it's locked and you can't modify it.

03:26

But if there's enough edges, ideally, at least three or four,

03:30

then I can modify the fade out. So if I go from 3 to 4, that edge softens off a bit

03:36

or a bit more

03:38

or I can turn it off.

03:40

And when the Modify is applied,

03:42

these sliders become active for modifying the sharpness

03:46

and the bias.

03:47

But typically I'd leave these at the default values to create a simple crease.

03:52

And this Modify option can be a bit tricky.

03:55

So it won't work here where the ends are both locked

03:58

and it won't work if you haven't got enough edges to control the fade out.

04:04

So finally, I'm just going to have a look at a more finished example here

04:08

just to show you that the Crease has some limitations.

04:11

So down here, for example, I've creased along these three edges

04:15

and it's creating some distortion in the limit surfaces.

04:19

So you might remodel that or use Bevel instead.

04:25

But in general, it's a really efficient way to add definition to features

04:29

without increasing complexity on the control cage,

04:32

which is particularly useful as you're building up the topology.

00:02

As the design develops, you'll end up with more CVs

00:06

and in wireframe, the ones in the distance and the foreground are all visible.

00:11

And so if I do a box-select,

00:14

I kind of expect to select these ones at the front and these ones behind.

00:20

But that becomes more of an issue when I'm using box mode

00:23

because I don't see the CVs behind the shading.

00:27

So it looks like I've done a controlled selection.

00:30

But in fact, I've accidentally selected these ones behind.

00:36

It's not so much of a problem in surface shading

00:39

because I can see the obscured CVs

00:42

and that's due to this Xray setting that gives them a partial visibility,

00:47

so you can see them,

00:49

but you're still at risk of selecting them.

00:53

And that's why we have this icon up here for Camera-based Selection.

00:58

And when that's on, a drag-select won't select the ones behind.

01:03

The shading occludes the selection.

01:06

And that works for box mode shading too.

01:09

And this icon is a shortcut for the Preferences > Selection Options here

01:14

and it defaults to just Shaded occlusion,

01:17

but I can choose to use both Shaded and Wireframe.

01:23

So then without shading,

01:25

I still have the occlusion effect for the selection

01:28

even in the wireframe.

01:30

And I can always toggle that off and switch back to being able to pick through.

01:36

And it's worth keeping an eye on that setting so

01:38

that you always get the behavior that you're expecting.

01:44

Another way of managing lots of geometry is selection sets.

01:48

So let's say I want to select this hood

01:50

and I can use the Grow tool here to get the faces that I want.

01:55

Then if I want to pick that often,

01:57

I can come up to the Edit menu and create a selection set from it.

02:01

And there's a couple of options, but I'll just take the default setting and say go

02:07

and then here on the Windows menu, I've got the Selection Set Lister

02:11

and I can rename the set here if I want to.

02:15

And if I do a Pick Nothing, then on the palette, I've got a Pick Selection Set tool

02:19

that'll pick the whole set with just one click

02:23

and a set can be surfaces, curves, faces, CVs or a mixture.

02:29

So here I can pick this line of CVs

02:32

and create another selection set

02:35

and I can rename it here.

02:39

And when I use Pick Selection Set,

02:41

I need to click on a member of that set,

02:43

so a CV, in this case.

02:46

I can't just pick on the edge of the hull to select it.

02:50

Alternatively, I can pick it using the entries in the Set Lister.

02:56

So if you're going to use selection sets,

02:58

it's probably worth adding the pick tool to your marking menu.

03:03

And another tool that some users also add is Pick Hull

03:07

because picking SubD elements and CVs can be a bit confusing.

03:12

So here if I use Pick Edge, it actually does two things.

03:15

It selects the edge which I use for SubD tools like Bevel or Crease.

03:21

But also when I do a transform CV, it selected the two CVs associated with that edge

03:29

and Pick Face has the same two selections,

03:32

the face object for tools like Extrude or Extract,

03:36

but also the four CVs on the corners for Transform

03:42

and the same for edge loop,

03:44

I've got edges

03:46

but I only see selected CVs when I activate the Transform CV tool.

03:51

So if I want to pick those CVs first, I can use Pick Hull instead

03:56

and it selects the same range

03:58

but only the CVs not the edges.

04:01

And for some tools like Align up here,

04:04

that's what's required.

04:08

And then just a final tip is to explore

04:10

these different settings for the three mouse buttons,

04:14

they're fully customizable. But there are four options for only three buttons.

04:19

And the one not in the default settings is Pick,

04:22

so I'll show you that. And I'm going to put that onto my middle mouse button

04:26

and then put add back on to the left because it's so useful.

04:30

And that just means I no longer have the toggle option.

04:34

So then if I pick some faces

04:37

and then I want to pick over here instead,

04:39

previously, I'd have to do a Pick Nothing first,

04:43

but with the middle mouse button, I can just pick this one instead

04:47

and then use the left button to add

04:49

and add again

04:51

and I can use the right button to unpick.

04:55

So that pick option just means I don't have to use

04:58

Pick Nothing to go and pick a completely different item.

05:02

So there's no right or wrong for these.

05:04

It's just up to you to explore the settings and see if they suit you better

05:08

or to just keep the default settings if you're used to those.

Video transcript

00:02

As the design develops, you'll end up with more CVs

00:06

and in wireframe, the ones in the distance and the foreground are all visible.

00:11

And so if I do a box-select,

00:14

I kind of expect to select these ones at the front and these ones behind.

00:20

But that becomes more of an issue when I'm using box mode

00:23

because I don't see the CVs behind the shading.

00:27

So it looks like I've done a controlled selection.

00:30

But in fact, I've accidentally selected these ones behind.

00:36

It's not so much of a problem in surface shading

00:39

because I can see the obscured CVs

00:42

and that's due to this Xray setting that gives them a partial visibility,

00:47

so you can see them,

00:49

but you're still at risk of selecting them.

00:53

And that's why we have this icon up here for Camera-based Selection.

00:58

And when that's on, a drag-select won't select the ones behind.

01:03

The shading occludes the selection.

01:06

And that works for box mode shading too.

01:09

And this icon is a shortcut for the Preferences > Selection Options here

01:14

and it defaults to just Shaded occlusion,

01:17

but I can choose to use both Shaded and Wireframe.

01:23

So then without shading,

01:25

I still have the occlusion effect for the selection

01:28

even in the wireframe.

01:30

And I can always toggle that off and switch back to being able to pick through.

01:36

And it's worth keeping an eye on that setting so

01:38

that you always get the behavior that you're expecting.

01:44

Another way of managing lots of geometry is selection sets.

01:48

So let's say I want to select this hood

01:50

and I can use the Grow tool here to get the faces that I want.

01:55

Then if I want to pick that often,

01:57

I can come up to the Edit menu and create a selection set from it.

02:01

And there's a couple of options, but I'll just take the default setting and say go

02:07

and then here on the Windows menu, I've got the Selection Set Lister

02:11

and I can rename the set here if I want to.

02:15

And if I do a Pick Nothing, then on the palette, I've got a Pick Selection Set tool

02:19

that'll pick the whole set with just one click

02:23

and a set can be surfaces, curves, faces, CVs or a mixture.

02:29

So here I can pick this line of CVs

02:32

and create another selection set

02:35

and I can rename it here.

02:39

And when I use Pick Selection Set,

02:41

I need to click on a member of that set,

02:43

so a CV, in this case.

02:46

I can't just pick on the edge of the hull to select it.

02:50

Alternatively, I can pick it using the entries in the Set Lister.

02:56

So if you're going to use selection sets,

02:58

it's probably worth adding the pick tool to your marking menu.

03:03

And another tool that some users also add is Pick Hull

03:07

because picking SubD elements and CVs can be a bit confusing.

03:12

So here if I use Pick Edge, it actually does two things.

03:15

It selects the edge which I use for SubD tools like Bevel or Crease.

03:21

But also when I do a transform CV, it selected the two CVs associated with that edge

03:29

and Pick Face has the same two selections,

03:32

the face object for tools like Extrude or Extract,

03:36

but also the four CVs on the corners for Transform

03:42

and the same for edge loop,

03:44

I've got edges

03:46

but I only see selected CVs when I activate the Transform CV tool.

03:51

So if I want to pick those CVs first, I can use Pick Hull instead

03:56

and it selects the same range

03:58

but only the CVs not the edges.

04:01

And for some tools like Align up here,

04:04

that's what's required.

04:08

And then just a final tip is to explore

04:10

these different settings for the three mouse buttons,

04:14

they're fully customizable. But there are four options for only three buttons.

04:19

And the one not in the default settings is Pick,

04:22

so I'll show you that. And I'm going to put that onto my middle mouse button

04:26

and then put add back on to the left because it's so useful.

04:30

And that just means I no longer have the toggle option.

04:34

So then if I pick some faces

04:37

and then I want to pick over here instead,

04:39

previously, I'd have to do a Pick Nothing first,

04:43

but with the middle mouse button, I can just pick this one instead

04:47

and then use the left button to add

04:49

and add again

04:51

and I can use the right button to unpick.

04:55

So that pick option just means I don't have to use

04:58

Pick Nothing to go and pick a completely different item.

05:02

So there's no right or wrong for these.

05:04

It's just up to you to explore the settings and see if they suit you better

05:08

or to just keep the default settings if you're used to those.

00:02

As your design develops, you'll typically have a lot of CVs.

00:08

These subdivision shelf tools turn them on or off for all of the objects

00:13

and they work well if we are, for example, managing the display with layers,

00:19

and I can further simplify the view by using these visibility tools here.

00:24

So I can say, Hide Unselected to isolate this and clear up the screen

00:29

and then just Visible to bring the others back.

00:34

But with subdivision modeling, even one object on one layer can have a lot of CVS.

00:40

And so we've also got these tools up here for CV visibility.

00:44

So let's say I just want to work on this front area here

00:48

so I can select the CVS I want and then I can do maybe an Invisible first

00:54

and then Toggle that visibility.

00:57

So that significantly reduces the complexity on the screen.

01:01

And I can pick the CVs I want more easily.

01:04

And that works even if I apply symmetry, for example.

01:08

So I can pick this CV here,

01:11

and even though the corresponding one isn't visible,

01:14

it's still selected and moved symmetrically.

01:18

And then up here, I can use Visible to get all the CVS back again.

01:24

But often we want to do our modeling with all the design components visible.

01:29

So on the dedicated Control Panel tools,

01:32

Clear All Objects works the same as Controls OFF up here.

01:36

But these ones work on the active item only,

01:39

and that means I've got a bit more control over which CVs are displayed.

01:44

But the limitation of these is that they can't be

01:46

hotkeyed or added to a shelf or marking menu.

01:50

So most users will use a shelf or hotkeyed version

01:53

or a marking menu version for speed.

01:57

And all of these are actually instances of the Display Control tool

02:02

and this lists all the control elements and sets

02:04

their visibility on or off for different situations.

02:09

But we almost never use it from the menu, instead

02:12

it's added to shelves or marking menus as customized versions.

02:16

So for example, if I double-click on here,

02:18

it's just an instance of that tool set up for

02:21

all objects to display the vertices and the hulls,

02:24

which is also edges for subdivisions.

02:27

So you could change that to Active if you prefer

02:30

or alternatively add an extra instance of the tool on your shelf,

02:33

so that you've got both All and Active as options.

02:37

And don't forget that if you want to use these numeric hotkeys,

02:40

then you need to switch to this mode on the prompt line.

02:43

So 4 for all on

02:45

and 5 for all off.

02:49

And the default marking menus are the same tools set up slightly differently.

02:53

So I've got Active here instead of All.

02:56

So I'll just pick the object first and then turn the controls on just for that object

03:01

and Controls OFF is set up for All,

03:05

but also with isoparms

03:06

on here, which I probably don't want for subdivision modeling,

03:09

so I can change that or customize any of the settings.

03:15

And then finally, you've got an alternative workflow here on Preferences > Hotkeys.

03:21

And there's a special section for Display Functions.

03:24

And this has got a list of predefined behaviors for CV display

03:28

similar to the Display Control settings

03:31

and some already have default hotkey assignments.

03:34

So I'm just going to show you one way that you

03:36

could use these efficiently if you like using hotkeys.

03:40

So I'm just gonna add F3 for All Off,

03:43

and then F4 for Active On.

03:46

And obviously you could choose whatever hotkeys you like.

03:49

But I have chosen these as being close together

03:52

on the keyboard because I will use them together.

03:55

So the workflow would be to pick the object I want to work on,

03:58

hit Active On,

03:60

do whatever I want to do with those CVs.

04:03

And then when I want to work on something else instead,

04:05

I don't have to worry about which CVs are currently displayed.

04:08

I just pick the one I want,

04:10

do an All Off and then Active On straight away

04:13

to just swap the display of CVs to that object.

04:17

So these are all methods of doing exactly the same thing,

04:20

and it's up to you to explore the options and discover which one

04:23

is the easiest and quickest for you in your day-to-day workflow.

Video transcript

00:02

As your design develops, you'll typically have a lot of CVs.

00:08

These subdivision shelf tools turn them on or off for all of the objects

00:13

and they work well if we are, for example, managing the display with layers,

00:19

and I can further simplify the view by using these visibility tools here.

00:24

So I can say, Hide Unselected to isolate this and clear up the screen

00:29

and then just Visible to bring the others back.

00:34

But with subdivision modeling, even one object on one layer can have a lot of CVS.

00:40

And so we've also got these tools up here for CV visibility.

00:44

So let's say I just want to work on this front area here

00:48

so I can select the CVS I want and then I can do maybe an Invisible first

00:54

and then Toggle that visibility.

00:57

So that significantly reduces the complexity on the screen.

01:01

And I can pick the CVs I want more easily.

01:04

And that works even if I apply symmetry, for example.

01:08

So I can pick this CV here,

01:11

and even though the corresponding one isn't visible,

01:14

it's still selected and moved symmetrically.

01:18

And then up here, I can use Visible to get all the CVS back again.

01:24

But often we want to do our modeling with all the design components visible.

01:29

So on the dedicated Control Panel tools,

01:32

Clear All Objects works the same as Controls OFF up here.

01:36

But these ones work on the active item only,

01:39

and that means I've got a bit more control over which CVs are displayed.

01:44

But the limitation of these is that they can't be

01:46

hotkeyed or added to a shelf or marking menu.

01:50

So most users will use a shelf or hotkeyed version

01:53

or a marking menu version for speed.

01:57

And all of these are actually instances of the Display Control tool

02:02

and this lists all the control elements and sets

02:04

their visibility on or off for different situations.

02:09

But we almost never use it from the menu, instead

02:12

it's added to shelves or marking menus as customized versions.

02:16

So for example, if I double-click on here,

02:18

it's just an instance of that tool set up for

02:21

all objects to display the vertices and the hulls,

02:24

which is also edges for subdivisions.

02:27

So you could change that to Active if you prefer

02:30

or alternatively add an extra instance of the tool on your shelf,

02:33

so that you've got both All and Active as options.

02:37

And don't forget that if you want to use these numeric hotkeys,

02:40

then you need to switch to this mode on the prompt line.

02:43

So 4 for all on

02:45

and 5 for all off.

02:49

And the default marking menus are the same tools set up slightly differently.

02:53

So I've got Active here instead of All.

02:56

So I'll just pick the object first and then turn the controls on just for that object

03:01

and Controls OFF is set up for All,

03:05

but also with isoparms

03:06

on here, which I probably don't want for subdivision modeling,

03:09

so I can change that or customize any of the settings.

03:15

And then finally, you've got an alternative workflow here on Preferences > Hotkeys.

03:21

And there's a special section for Display Functions.

03:24

And this has got a list of predefined behaviors for CV display

03:28

similar to the Display Control settings

03:31

and some already have default hotkey assignments.

03:34

So I'm just going to show you one way that you

03:36

could use these efficiently if you like using hotkeys.

03:40

So I'm just gonna add F3 for All Off,

03:43

and then F4 for Active On.

03:46

And obviously you could choose whatever hotkeys you like.

03:49

But I have chosen these as being close together

03:52

on the keyboard because I will use them together.

03:55

So the workflow would be to pick the object I want to work on,

03:58

hit Active On,

03:60

do whatever I want to do with those CVs.

04:03

And then when I want to work on something else instead,

04:05

I don't have to worry about which CVs are currently displayed.

04:08

I just pick the one I want,

04:10

do an All Off and then Active On straight away

04:13

to just swap the display of CVs to that object.

04:17

So these are all methods of doing exactly the same thing,

04:20

and it's up to you to explore the options and discover which one

04:23

is the easiest and quickest for you in your day-to-day workflow.

00:02

As you create topology, you'll often get uneven layouts or zigzag shapes.

00:08

So I'm gonna use simple NURBS geometry,

00:11

so this for example, is just a flat plane

00:14

to help line up these vertices.

00:19

So I use the SubD Align To Surface tool

00:22

and it says "Pick at least three CVs". So I'll just drag-select this whole row.

00:28

And I am only going to use this middle button which is Align To Surface.

00:32

And then my only decision is which way the vertices will move.

00:35

So Closest would be fine,

00:37

but in this case, I could choose Z as well.

00:41

It then says "Pick the target surface".

00:44

So I'll select that plane and then all the CVs get lined up to it.

00:49

So then if I take off the shading,

00:51

you can see that the subdivision is now green, which means construction history.

00:56

So that means that if I move the plane, the CVs will follow

00:60

or if I rotate it

01:02

and they'll always stay aligned.

01:05

But even more useful is that I can turn off the target geometry layer.

01:09

But still when I move a vertex, it's going to snap back into alignment.

01:14

So I can nudge it along, but it's always gonna stay on that plane

01:18

and that gives a really clean lower edge to that rear bumper.

01:25

Another example where I can use this is on this front wheel arch

01:29

and that's gone out of shape as I've been developing the topology.

01:34

So I've got another NURBS surface here

01:36

and this one's not completely flat, it's got a bit of curvature at the bottom.

01:41

Now, I don't really want to have to pick these vertices one by one.

01:45

So I like to use the Pick Hull tool

01:48

and I've added it here on my marking menu.

01:52

So sometimes it's easier to pick the CVs first

01:56

and then choose the Align To Surface tool.

01:59

And this time I'm gonna want the Y direction instead

02:03

and I'm gonna hit the Align To Surface button

02:06

and pick that

02:08

and the vertices just snap to the surface.

02:12

And with construction history,

02:14

they stay stuck to that surface as I make adjustments.

02:20

So some other examples,

02:23

you could use part of a cylinder to tidy up a wheel arch opening

02:28

or at the front here, I can use a NURBS surface to get a smooth centerline shape

02:32

and a coherent profile along this front edge.

02:39

But I can also just use a NURBS curve.

02:43

So for the top of this front fender, I'm going to create a curve

02:48

and a single span degree 1 will always be a straight line.

02:51

So I could increase that to degree 2.

02:55

And then I've got a middle CV that I can use to give it some shape in the side view

03:01

and then move it out a bit in the top view.

03:05

And the nice thing about degree 2 is that the curve is always planar

03:09

without any waviness.

03:12

And it's this simplicity that we want to make use of.

03:17

So I'll use Pick

03:18

Hull again to select that row of CVs along the top.

03:21

And this time, I'm going to use the Align To Curve tool.

03:25

And again, I'm just going to use this middle button Align To Curve

03:29

and it says to pick the target curve so I'll select that

03:33

and you can see that all the CVs get aligned.

03:37

Now, if I zoom in a bit,

03:38

you can see that the limit surfaces won't match the curve

03:41

exactly because it's the control cage vertices that get aligned.

03:47

And while this is still live, I'm going to have a look from the top

03:50

and show you the Uniform option here.

03:54

And this spaces out the CVs evenly along the curve,

03:58

but I will generally use Closest to maintain the layout that I had to start with.

04:05

And now I can control that whole shape with just this one CV

04:09

and the four interior vertices on the subdivision

04:11

follow that

04:12

and stay in a nice controlled relationship to each other.

04:18

And then finally, I can automatically generate the curve.

04:23

So here I've got quite a good layout, but there are a few wobbles

04:28

so I can take advantage of the work that I've

04:30

done so far by using the Generate Curve button.

04:34

But before I use it, I need to select the degree of the curve that I want to create.

04:39

So it would be degree 1 for a straight line

04:42

or degree 2 for a clean planar curve.

04:46

And degree 3 is probably what I'm going to need

04:48

here to capture this curved shape at the rear.

04:52

So once I've chosen the degree I can say generate the curve

04:56

and that does two things, it creates this curve

04:59

and it aligns the CVs.

05:02

And if I shade that up, you can see that again,

05:04

I have a history relationship where the curve shape is controlling all of those CVs.

05:13

So if I was to delete the construction history on that whole subdivision,

05:17

I would lose all of those history alignments.

05:20

But if I just want to remove one,

05:22

then I could use either the History View or the History Visualizer.

05:28

And here you can find the rear plane

05:31

and the wheel arch surface

05:33

and the fender curve and the side curve.

05:37

So if I wanted to delete the history, just for that one,

05:40

I can pick the associated Align function

05:43

and just do a delete

05:45

and then it's no longer affecting the subdivision.

05:50

Or if you want to keep it simple, you can just pick the target geometry and delete it

05:55

and that will only affect that one alignment

05:58

and leave the others still connected.

Video transcript

00:02

As you create topology, you'll often get uneven layouts or zigzag shapes.

00:08

So I'm gonna use simple NURBS geometry,

00:11

so this for example, is just a flat plane

00:14

to help line up these vertices.

00:19

So I use the SubD Align To Surface tool

00:22

and it says "Pick at least three CVs". So I'll just drag-select this whole row.

00:28

And I am only going to use this middle button which is Align To Surface.

00:32

And then my only decision is which way the vertices will move.

00:35

So Closest would be fine,

00:37

but in this case, I could choose Z as well.

00:41

It then says "Pick the target surface".

00:44

So I'll select that plane and then all the CVs get lined up to it.

00:49

So then if I take off the shading,

00:51

you can see that the subdivision is now green, which means construction history.

00:56

So that means that if I move the plane, the CVs will follow

00:60

or if I rotate it

01:02

and they'll always stay aligned.

01:05

But even more useful is that I can turn off the target geometry layer.

01:09

But still when I move a vertex, it's going to snap back into alignment.

01:14

So I can nudge it along, but it's always gonna stay on that plane

01:18

and that gives a really clean lower edge to that rear bumper.

01:25

Another example where I can use this is on this front wheel arch

01:29

and that's gone out of shape as I've been developing the topology.

01:34

So I've got another NURBS surface here

01:36

and this one's not completely flat, it's got a bit of curvature at the bottom.

01:41

Now, I don't really want to have to pick these vertices one by one.

01:45

So I like to use the Pick Hull tool

01:48

and I've added it here on my marking menu.

01:52

So sometimes it's easier to pick the CVs first

01:56

and then choose the Align To Surface tool.

01:59

And this time I'm gonna want the Y direction instead

02:03

and I'm gonna hit the Align To Surface button

02:06

and pick that

02:08

and the vertices just snap to the surface.

02:12

And with construction history,

02:14

they stay stuck to that surface as I make adjustments.

02:20

So some other examples,

02:23

you could use part of a cylinder to tidy up a wheel arch opening

02:28

or at the front here, I can use a NURBS surface to get a smooth centerline shape

02:32

and a coherent profile along this front edge.

02:39

But I can also just use a NURBS curve.

02:43

So for the top of this front fender, I'm going to create a curve

02:48

and a single span degree 1 will always be a straight line.

02:51

So I could increase that to degree 2.

02:55

And then I've got a middle CV that I can use to give it some shape in the side view

03:01

and then move it out a bit in the top view.

03:05

And the nice thing about degree 2 is that the curve is always planar

03:09

without any waviness.

03:12

And it's this simplicity that we want to make use of.

03:17

So I'll use Pick

03:18

Hull again to select that row of CVs along the top.

03:21

And this time, I'm going to use the Align To Curve tool.

03:25

And again, I'm just going to use this middle button Align To Curve

03:29

and it says to pick the target curve so I'll select that

03:33

and you can see that all the CVs get aligned.

03:37

Now, if I zoom in a bit,

03:38

you can see that the limit surfaces won't match the curve

03:41

exactly because it's the control cage vertices that get aligned.

03:47

And while this is still live, I'm going to have a look from the top

03:50

and show you the Uniform option here.

03:54

And this spaces out the CVs evenly along the curve,

03:58

but I will generally use Closest to maintain the layout that I had to start with.

04:05

And now I can control that whole shape with just this one CV

04:09

and the four interior vertices on the subdivision

04:11

follow that

04:12

and stay in a nice controlled relationship to each other.

04:18

And then finally, I can automatically generate the curve.

04:23

So here I've got quite a good layout, but there are a few wobbles

04:28

so I can take advantage of the work that I've

04:30

done so far by using the Generate Curve button.

04:34

But before I use it, I need to select the degree of the curve that I want to create.

04:39

So it would be degree 1 for a straight line

04:42

or degree 2 for a clean planar curve.

04:46

And degree 3 is probably what I'm going to need

04:48

here to capture this curved shape at the rear.

04:52

So once I've chosen the degree I can say generate the curve

04:56

and that does two things, it creates this curve

04:59

and it aligns the CVs.

05:02

And if I shade that up, you can see that again,

05:04

I have a history relationship where the curve shape is controlling all of those CVs.

05:13

So if I was to delete the construction history on that whole subdivision,

05:17

I would lose all of those history alignments.

05:20

But if I just want to remove one,

05:22

then I could use either the History View or the History Visualizer.

05:28

And here you can find the rear plane

05:31

and the wheel arch surface

05:33

and the fender curve and the side curve.

05:37

So if I wanted to delete the history, just for that one,

05:40

I can pick the associated Align function

05:43

and just do a delete

05:45

and then it's no longer affecting the subdivision.

05:50

Or if you want to keep it simple, you can just pick the target geometry and delete it

05:55

and that will only affect that one alignment

05:58

and leave the others still connected.

00:02

I'm gonna show you three ways to tidy the CV layout.

00:06

And I'll start with the Planarize tool and have a look at this rear end.

00:11

There's an Edge Loop option here because Planarize works on edges, not CVs.

00:17

So if I pick those, I get a preview of the plane

00:21

and I can choose here if I want a Z direction plane centered on the selection

00:25

or a Best Fit plane that averages between the two end points.

00:30

But because I want this half to mirror across smoothly,

00:33

I'm just going to check in the side view

00:35

and there's still a little bit of twist there.

00:37

So I'm gonna choose View Based which works best when I'm in Orthographic

00:42

as it's created perpendicular to the view plane and between the two end points.

00:48

And if I zoom in these yellow lines show the Projection Type,

00:52

so Closest moves the CVs 90 degrees to the plane,

00:56

and Adaptive moves them in the direction of the edges.

01:00

So then I can just hit space bar to Planarize,

01:04

and you can see that the subdivision

01:05

isn't green because there's no construction history.

01:08

But because I can pick by edge loop, it's very quick to pick another,

01:12

do a space bar

01:14

and another and a space bar.

01:17

So that does a nice job of making that layout more controlled and regular.

01:22

And we can do a similar job with the Align To Curve tool.

01:27

So let's just say I wanted these CVs to be in a straight line.

01:31

So a straight line here would be degree 1.

01:34

I'm just going to use the simple Align option

01:36

and it's highlighted as the default.

01:38

So space bar will align all of those

01:40

without creating the actual curve or the history.

01:44

And then I can use my Shift to Add-select

01:47

and space bar again

01:50

and again, Shift and Add up to here and space bar.

01:55

So that's straightened out these three sets of edges.

01:59

And then on this hood area,

02:01

I'm going to want curved shapes, not straight lines.

02:04

So I can use degree 2

02:07

and I'll pick from here and Shift-Add to here

02:11

and then just do the space bar to Align

02:14

and I can select again

02:16

and space bar

02:18

and again,

02:20

and that does a really quick tidy up.

02:23

And the key really is to understand the

02:25

effect of different degrees on a curved shape.

02:30

So then finally, I've got a Smooth tool

02:33

and this has got two modes, Smooth and Relax.

02:37

So I'll start with Smooth and keep this Strength value reasonably low.

02:43

And then I just click and hold and drag

02:45

across faces to reduce the angles between the edges

02:49

and smooth out some of these zigzags.

02:52

And again, there's no history but the Undo works well

02:56

and I can reduce this Strength value

02:58

and then do it again more iteratively this time with a bit more control.

03:05

And if I do a Smooth on this middle section here,

03:07

it will soften that inwards, but it doesn't really change the layout much.

03:13

Whereas if I now switch to Relax and do the same thing,

03:17

then it does the same smoothing. But it also changes the edge lengths

03:21

and moves towards a more even distribution

03:24

which changes the layout quite significantly

03:28

Over here, if I use smooth it

03:31

improves the layout, but I've still got this angle here.

03:35

So I'll do an Undo

03:36

and this time I'll use Relax

03:40

and I get a nicer layout.

03:42

But if that's too much, I can do Undo again,

03:45

reduce the Strength

03:47

and then just do a series of small click and drags to get a more subtle result.

03:54

But be aware that even in Smooth mode, you can lose too much of your design shape,

03:59

particularly in the interior.

04:03

And with Relax, the effect is even stronger.

04:06

So to avoid losing too much of your original work, then keep a low strength value

04:11

and just use Undo if you go too far.

Video transcript

00:02

I'm gonna show you three ways to tidy the CV layout.

00:06

And I'll start with the Planarize tool and have a look at this rear end.

00:11

There's an Edge Loop option here because Planarize works on edges, not CVs.

00:17

So if I pick those, I get a preview of the plane

00:21

and I can choose here if I want a Z direction plane centered on the selection

00:25

or a Best Fit plane that averages between the two end points.

00:30

But because I want this half to mirror across smoothly,

00:33

I'm just going to check in the side view

00:35

and there's still a little bit of twist there.

00:37

So I'm gonna choose View Based which works best when I'm in Orthographic

00:42

as it's created perpendicular to the view plane and between the two end points.

00:48

And if I zoom in these yellow lines show the Projection Type,

00:52

so Closest moves the CVs 90 degrees to the plane,

00:56

and Adaptive moves them in the direction of the edges.

01:00

So then I can just hit space bar to Planarize,

01:04

and you can see that the subdivision

01:05

isn't green because there's no construction history.

01:08

But because I can pick by edge loop, it's very quick to pick another,

01:12

do a space bar

01:14

and another and a space bar.

01:17

So that does a nice job of making that layout more controlled and regular.

01:22

And we can do a similar job with the Align To Curve tool.

01:27

So let's just say I wanted these CVs to be in a straight line.

01:31

So a straight line here would be degree 1.

01:34

I'm just going to use the simple Align option

01:36

and it's highlighted as the default.

01:38

So space bar will align all of those

01:40

without creating the actual curve or the history.

01:44

And then I can use my Shift to Add-select

01:47

and space bar again

01:50

and again, Shift and Add up to here and space bar.

01:55

So that's straightened out these three sets of edges.

01:59

And then on this hood area,

02:01

I'm going to want curved shapes, not straight lines.

02:04

So I can use degree 2

02:07

and I'll pick from here and Shift-Add to here

02:11

and then just do the space bar to Align

02:14

and I can select again

02:16

and space bar

02:18

and again,

02:20

and that does a really quick tidy up.

02:23

And the key really is to understand the

02:25

effect of different degrees on a curved shape.

02:30

So then finally, I've got a Smooth tool

02:33

and this has got two modes, Smooth and Relax.

02:37

So I'll start with Smooth and keep this Strength value reasonably low.

02:43

And then I just click and hold and drag

02:45

across faces to reduce the angles between the edges

02:49

and smooth out some of these zigzags.

02:52

And again, there's no history but the Undo works well

02:56

and I can reduce this Strength value

02:58

and then do it again more iteratively this time with a bit more control.

03:05

And if I do a Smooth on this middle section here,

03:07

it will soften that inwards, but it doesn't really change the layout much.

03:13

Whereas if I now switch to Relax and do the same thing,

03:17

then it does the same smoothing. But it also changes the edge lengths

03:21

and moves towards a more even distribution

03:24

which changes the layout quite significantly

03:28

Over here, if I use smooth it

03:31

improves the layout, but I've still got this angle here.

03:35

So I'll do an Undo

03:36

and this time I'll use Relax

03:40

and I get a nicer layout.

03:42

But if that's too much, I can do Undo again,

03:45

reduce the Strength

03:47

and then just do a series of small click and drags to get a more subtle result.

03:54

But be aware that even in Smooth mode, you can lose too much of your design shape,

03:59

particularly in the interior.

04:03

And with Relax, the effect is even stronger.

04:06

So to avoid losing too much of your original work, then keep a low strength value

04:11

and just use Undo if you go too far.

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