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Professional CAD/CAM tools built on Inventor and AutoCAD
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Become familiar with the dedicated Subdivision Workspace as you discover subdivision modeling methods and terminology.
Type:
Tutorial
Length:
1 hr. 29 min.
Tutorial resources
These downloadable resources will be used to complete this tutorial:
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.
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.
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.
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.
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.
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.
Transcript
00:03
Curves can be used to extrude, sweep and revolve SubD shapes.
00:08
On the shelf, this Curve tool here is set to degree 1
00:12
and that will create straight line polygonal curves.
00:15
And so I can trace this roof shape, for example
00:18
and also specify the SubD layout at the same time.
00:23
So I'll use Extrude first and I'll double-click to open the options
00:27
and I'll need to make sure that the Pick type is set to Curves / Surfaces.
00:33
And then I just extrude with the manipulator
00:36
and the faces are created exactly where my curved segments were placed.
00:41
And the nice thing about Extrude is that I can just hit Extrude Again or space bar
00:45
and continue building up the roof shape.
00:49
And because these second and third extrusions were from the SubD edges,
00:53
they'll be welded together to create a smooth shape.
00:58
Now, I don't have to use a degree 1 curve. I could change the settings here
01:04
or I can use the curve tools on the palette.
01:08
And I like to use the Edit Point Curve which defaults to degree 3.
01:13
So if I want to do this hood, I can just place a start
01:16
and end point
01:18
and then pick and move the interior CVs.
01:21
And I'm going to give it a little bit of an extreme shape here.
01:25
So this time when I use Extrude on this curve
01:29
because it's a smooth curve, it's got to be rebuilt into flat divisions.
01:39
maybe four.
01:41
And then with this uniform mode,
01:43
initially, it's giving me equally spaced faces.
01:47
But because I've got more shape at the front of the curve here,
01:50
I can use this Curvature Bias slider to change
01:53
the spacing to give me a much better match.
01:56
And there's also a Parametric option
01:59
which takes the internal curve structure to define the face spacing.
02:04
But you do need to keep this option window open to make these changes.
02:08
There's no Query Edit History to reopen it
02:12
and there's also no history link with the curve either,
02:15
so changing the curve shape won't update the subdivision.
02:20
So I can have a look at the wheel arch curve now.
02:23
And I can use this Circle tool which defaults to degree 5
02:27
so I'll just take that and place it in the side view
02:30
and scale it up.
02:33
So that's a smooth curve.
02:34
But I can always decide later if I want to change
02:37
it to a polygonal curve by using the Control Panel here
02:40
to put the degree back to 1.
02:44
If I want to remove these lower segments,
02:47
then on the palette, I can use the Object Edit Detach tool
02:51
and use Ctrl-snap on this point and go
02:55
and the same on this one.
02:57
And that separates that part which I can then just delete.
03:03
So then I can move that out to where the wheel arch should be.
03:07
And then I'll just move these bottom CVs inwards a bit
03:12
and then I'll just close the palette
03:14
and I'll use Extrude again.
03:17
And here I have a choice of Normal or Global direction,
03:21
but I'll typically change this on the manipulator.
03:25
So if I switch to Normal here,
03:27
I can grow this SubD
03:29
out nicely from the curve
03:31
and then maybe just move it inwards a bit to create a wheel arch rim.
03:38
Now, if I have a look at the back here,
03:40
I've got some curves I can use with Sweep.
03:44
So I'll open Sweep and I'll start by selecting
03:47
the profile curve or curves here and then Done.
03:52
And then I'll select just a single rail to start with
03:56
and build it.
03:58
And because this was a smooth curve, then I need to choose how many divisions I want.
04:02
So maybe four.
04:05
And if I take a look in the top view,
04:07
you can see that the Parallel mode keeps the profile parallel
04:12
and Radial maintains the angle to the rail.
04:18
So I'll do a Next
04:19
and select this profile.
04:22
And this time I'll use two rails and I've got to be
04:25
careful to select the curve and not the SubD edge here.
04:29
And that then sweeps between those two rails.
04:34
Up at the front, I've got some tire curves that I can revolve
04:38
and I'll just do a Hide Unselected
04:41
and a Look At.
04:44
So this is a degree 3 curve with quite a detailed shape
04:48
and a pivot point here in the center.
04:51
So I'll just use the Revolve tool
04:54
and it defaults to the Z axis
04:57
so I can change that to Y.
04:59
And this Local Pivot setting here uses the curve pivot point as the revolve center.
05:05
So I could change that using Move Pivot before I revolve
05:10
or in my case,
05:11
I can use the Global option because the wheel is centered on the grid axes
05:18
and I've got a bit of zig-zagging here
05:20
so I can change any of these settings. So I'm gonna use the Curvature Bias
05:25
and I often find that just below one gives the best result
05:30
and you can have a look at the limit surfaces to refine that further.
05:35
So then I can do the other curve as well to complete the tire.
05:43
So curves are a useful way to get started with your initial SubD shapes.
Video transcript
00:03
Curves can be used to extrude, sweep and revolve SubD shapes.
00:08
On the shelf, this Curve tool here is set to degree 1
00:12
and that will create straight line polygonal curves.
00:15
And so I can trace this roof shape, for example
00:18
and also specify the SubD layout at the same time.
00:23
So I'll use Extrude first and I'll double-click to open the options
00:27
and I'll need to make sure that the Pick type is set to Curves / Surfaces.
00:33
And then I just extrude with the manipulator
00:36
and the faces are created exactly where my curved segments were placed.
00:41
And the nice thing about Extrude is that I can just hit Extrude Again or space bar
00:45
and continue building up the roof shape.
00:49
And because these second and third extrusions were from the SubD edges,
00:53
they'll be welded together to create a smooth shape.
00:58
Now, I don't have to use a degree 1 curve. I could change the settings here
01:04
or I can use the curve tools on the palette.
01:08
And I like to use the Edit Point Curve which defaults to degree 3.
01:13
So if I want to do this hood, I can just place a start
01:16
and end point
01:18
and then pick and move the interior CVs.
01:21
And I'm going to give it a little bit of an extreme shape here.
01:25
So this time when I use Extrude on this curve
01:29
because it's a smooth curve, it's got to be rebuilt into flat divisions.
01:39
maybe four.
01:41
And then with this uniform mode,
01:43
initially, it's giving me equally spaced faces.
01:47
But because I've got more shape at the front of the curve here,
01:50
I can use this Curvature Bias slider to change
01:53
the spacing to give me a much better match.
01:56
And there's also a Parametric option
01:59
which takes the internal curve structure to define the face spacing.
02:04
But you do need to keep this option window open to make these changes.
02:08
There's no Query Edit History to reopen it
02:12
and there's also no history link with the curve either,
02:15
so changing the curve shape won't update the subdivision.
02:20
So I can have a look at the wheel arch curve now.
02:23
And I can use this Circle tool which defaults to degree 5
02:27
so I'll just take that and place it in the side view
02:30
and scale it up.
02:33
So that's a smooth curve.
02:34
But I can always decide later if I want to change
02:37
it to a polygonal curve by using the Control Panel here
02:40
to put the degree back to 1.
02:44
If I want to remove these lower segments,
02:47
then on the palette, I can use the Object Edit Detach tool
02:51
and use Ctrl-snap on this point and go
02:55
and the same on this one.
02:57
And that separates that part which I can then just delete.
03:03
So then I can move that out to where the wheel arch should be.
03:07
And then I'll just move these bottom CVs inwards a bit
03:12
and then I'll just close the palette
03:14
and I'll use Extrude again.
03:17
And here I have a choice of Normal or Global direction,
03:21
but I'll typically change this on the manipulator.
03:25
So if I switch to Normal here,
03:27
I can grow this SubD
03:29
out nicely from the curve
03:31
and then maybe just move it inwards a bit to create a wheel arch rim.
03:38
Now, if I have a look at the back here,
03:40
I've got some curves I can use with Sweep.
03:44
So I'll open Sweep and I'll start by selecting
03:47
the profile curve or curves here and then Done.
03:52
And then I'll select just a single rail to start with
03:56
and build it.
03:58
And because this was a smooth curve, then I need to choose how many divisions I want.
04:02
So maybe four.
04:05
And if I take a look in the top view,
04:07
you can see that the Parallel mode keeps the profile parallel
04:12
and Radial maintains the angle to the rail.
04:18
So I'll do a Next
04:19
and select this profile.
04:22
And this time I'll use two rails and I've got to be
04:25
careful to select the curve and not the SubD edge here.
04:29
And that then sweeps between those two rails.
04:34
Up at the front, I've got some tire curves that I can revolve
04:38
and I'll just do a Hide Unselected
04:41
and a Look At.
04:44
So this is a degree 3 curve with quite a detailed shape
04:48
and a pivot point here in the center.
04:51
So I'll just use the Revolve tool
04:54
and it defaults to the Z axis
04:57
so I can change that to Y.
04:59
And this Local Pivot setting here uses the curve pivot point as the revolve center.
05:05
So I could change that using Move Pivot before I revolve
05:10
or in my case,
05:11
I can use the Global option because the wheel is centered on the grid axes
05:18
and I've got a bit of zig-zagging here
05:20
so I can change any of these settings. So I'm gonna use the Curvature Bias
05:25
and I often find that just below one gives the best result
05:30
and you can have a look at the limit surfaces to refine that further.
05:35
So then I can do the other curve as well to complete the tire.
05:43
So curves are a useful way to get started with your initial SubD shapes.
Transcript
00:02
Retopo is a tool set that uses the mouse buttons and the Shift, Ctrl and Alt keys
00:07
to provide the same functions as these subdivision build and edit tools.
00:12
And it's similar to Maya's Quad Draw
00:13
in that you can build on to target meshes
00:16
or NURBS surfaces
00:18
or onto a view plane.
00:21
I'm going to use this mesh as a target.
00:24
But first, I'll just make it a bit more transparent so I can use it as an underlay.
00:28
Then I can double-click on the
00:30
Retopo tool
00:31
and make sure that I've got history turned on
00:34
and the first prompt is for the target.
00:37
So I'll use this body side and hit Next or space bar.
00:41
And the second prompt is for projecting an existing SubD, but I haven't got one,
00:45
so I'll go straight to the Go button
00:47
or space bar again.
00:49
So then I get this hotkey help card here which shows all the tools I can use.
00:55
And so I start by placing some dots on the mesh roughly where I want the vertices to be.
01:02
And you can see that they've been placed directly onto the mesh.
01:07
And then if I hold the Shift key down,
01:09
I get a preview of the possible quads and then I just click to build the ones I want.
01:15
And then I could do more dots.
01:17
Or this time I can use the Shift key to extrude edges by clicking and dragging.
01:22
And then without the Shift key, I can adjust a vertex
01:26
or an edge or even a face.
01:31
When I have a longer edge loop,
01:33
then Shift with the left mouse button
01:35
extrudes just one edge.
01:37
So I'll do another one of those.
01:42
And then Shift with the middle mouse button extrudes a whole edge loop.
01:46
So without Shift, I can tidy those vertices a bit.
01:51
And then to finish off the topology down here, I could either extrude one face
01:57
and then the Shift button shows me this preview
01:59
and I can click to bridge across the gap
02:02
or if I undo that,
02:04
then I could extrude the whole edge loop with the middle mouse button.
02:08
And then I have this gap here.
02:10
But all I need to do is just drag one
02:12
point on top of another and they're automatically welded.
02:16
So I'll come out of the
02:17
Retopo tool using Pick Nothing, Pick Object
02:20
and I'll put some cross sections on.
02:22
So you can see that the limit surfaces
02:24
in green are sitting slightly below the target mesh
02:26
because they're always slightly inwards of the control cage vertices.
02:33
And I've come out of Retopo
02:34
now, so I need to do a Query Edit History to get back into that editing mode.
02:40
So the Shift key on an interior edge loop does a perpendicular insert,
02:45
so I can add some loops to bring that close to the mesh
02:50
and I can continue to extrude around the wheel arch.
02:53
But I also want to follow this belt line.
02:57
And so to change that topology, I could use Ctrl and
03:00
Alt to cut from that point here
03:02
across to here.
03:05
And then I can just use the Ctrl key to delete that triangle.
03:09
But any time I can click additional dots
03:12
and then use one of those to create another face with the Shift key.
03:18
And then I'll just do some extrudes to finish off around the wheel arch
03:22
and continue along the belt line.
03:26
And then finally holding and moving the right mouse button
03:29
is a Relax function that eases out the angles between all the edges
03:33
and lets me tidy up the SubD.
03:39
And finally,
03:39
I'm going to use these three examples to
03:41
look at the History and Projection settings.
03:44
This one has both selected.
03:46
So if I move a vertex when I'm outside the
03:49
Retopo tool,
03:50
then as soon as I let go of the mouse, it always snaps back to the target geometry.
03:56
Without Persistent Projection,
03:57
then I'm free to move any vertices away from the target.
04:01
But when I next use Query Edit,
04:03
then I can move any of the other vertices and that one's not affected.
04:08
But as soon as I touch that one,
04:09
it will get re-projected onto the target.
04:13
Then finally, with no history at all, then obviously
04:16
I'm free to move any of the vertices,
04:18
but I've got no way back into the Retopo
04:21
tool using Query Edit.
04:23
And instead I just need to use the standard SubD tools to keep working on it.
Video transcript
00:02
Retopo is a tool set that uses the mouse buttons and the Shift, Ctrl and Alt keys
00:07
to provide the same functions as these subdivision build and edit tools.
00:12
And it's similar to Maya's Quad Draw
00:13
in that you can build on to target meshes
00:16
or NURBS surfaces
00:18
or onto a view plane.
00:21
I'm going to use this mesh as a target.
00:24
But first, I'll just make it a bit more transparent so I can use it as an underlay.
00:28
Then I can double-click on the
00:30
Retopo tool
00:31
and make sure that I've got history turned on
00:34
and the first prompt is for the target.
00:37
So I'll use this body side and hit Next or space bar.
00:41
And the second prompt is for projecting an existing SubD, but I haven't got one,
00:45
so I'll go straight to the Go button
00:47
or space bar again.
00:49
So then I get this hotkey help card here which shows all the tools I can use.
00:55
And so I start by placing some dots on the mesh roughly where I want the vertices to be.
01:02
And you can see that they've been placed directly onto the mesh.
01:07
And then if I hold the Shift key down,
01:09
I get a preview of the possible quads and then I just click to build the ones I want.
01:15
And then I could do more dots.
01:17
Or this time I can use the Shift key to extrude edges by clicking and dragging.
01:22
And then without the Shift key, I can adjust a vertex
01:26
or an edge or even a face.
01:31
When I have a longer edge loop,
01:33
then Shift with the left mouse button
01:35
extrudes just one edge.
01:37
So I'll do another one of those.
01:42
And then Shift with the middle mouse button extrudes a whole edge loop.
01:46
So without Shift, I can tidy those vertices a bit.
01:51
And then to finish off the topology down here, I could either extrude one face
01:57
and then the Shift button shows me this preview
01:59
and I can click to bridge across the gap
02:02
or if I undo that,
02:04
then I could extrude the whole edge loop with the middle mouse button.
02:08
And then I have this gap here.
02:10
But all I need to do is just drag one
02:12
point on top of another and they're automatically welded.
02:16
So I'll come out of the
02:17
Retopo tool using Pick Nothing, Pick Object
02:20
and I'll put some cross sections on.
02:22
So you can see that the limit surfaces
02:24
in green are sitting slightly below the target mesh
02:26
because they're always slightly inwards of the control cage vertices.
02:33
And I've come out of Retopo
02:34
now, so I need to do a Query Edit History to get back into that editing mode.
02:40
So the Shift key on an interior edge loop does a perpendicular insert,
02:45
so I can add some loops to bring that close to the mesh
02:50
and I can continue to extrude around the wheel arch.
02:53
But I also want to follow this belt line.
02:57
And so to change that topology, I could use Ctrl and
03:00
Alt to cut from that point here
03:02
across to here.
03:05
And then I can just use the Ctrl key to delete that triangle.
03:09
But any time I can click additional dots
03:12
and then use one of those to create another face with the Shift key.
03:18
And then I'll just do some extrudes to finish off around the wheel arch
03:22
and continue along the belt line.
03:26
And then finally holding and moving the right mouse button
03:29
is a Relax function that eases out the angles between all the edges
03:33
and lets me tidy up the SubD.
03:39
And finally,
03:39
I'm going to use these three examples to
03:41
look at the History and Projection settings.
03:44
This one has both selected.
03:46
So if I move a vertex when I'm outside the
03:49
Retopo tool,
03:50
then as soon as I let go of the mouse, it always snaps back to the target geometry.
03:56
Without Persistent Projection,
03:57
then I'm free to move any vertices away from the target.
04:01
But when I next use Query Edit,
04:03
then I can move any of the other vertices and that one's not affected.
04:08
But as soon as I touch that one,
04:09
it will get re-projected onto the target.
04:13
Then finally, with no history at all, then obviously
04:16
I'm free to move any of the vertices,
04:18
but I've got no way back into the Retopo
04:21
tool using Query Edit.
04:23
And instead I just need to use the standard SubD tools to keep working on it.
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.
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.
Transcript
00:02
We're going to have a look at the Subdiv Insert tool
00:06
and I'll start with these Insert mode settings
00:09
and I'll just use this hood with the indented scoop area.
00:15
So the Parallel option has Pick Edge Loop selected, which is normally what you want.
00:20
And if the controls aren't already displayed,
00:22
then the first click will display them.
00:24
So I can then just click on one edge
00:27
and then drag as far as the next edge loop in either direction.
00:32
So I'll just undo that
00:34
and then with Perpendicular instead you click on
00:37
an edge to insert a new loop across it
00:40
and you get the same results when there's a simple flow of quads.
00:46
But where the topology is more complex like the five edges here in this corner
00:50
or the three down here,
00:52
then we can get different results.
00:55
When you use Parallel, it's limited to a simple edge loop up to a complex junction.
01:00
So here I would have to insert twice to get another loop
01:04
on the edge of the scoop.
01:06
But if I undo those, what Perpendicular allows me to do
01:09
is work across that whole inner edge in one go.
01:13
So I can add in a loop at the top
01:15
and another one lower down.
01:17
So both modes can be really useful.
01:19
And you can see that inserting brings the limit surfaces
01:22
closer to the control cage for a tighter shape.
01:26
So next, I'll look at the Offset mode with Relative and Parameter settings.
01:32
On this roof, I've got just one face loop that's across the center line.
01:37
So if I wanted to split that with an Insert,
01:41
and I'll just stick with Perpendicular,
01:44
you can see that this Parameter value goes from around 0 to 1.
01:49
So if I want to insert exactly at the center,
01:51
then because it's symmetrical, I can type in 0.5 in the tool window.
01:56
And that means I could delete these faces for example
01:59
and just go back to one half of the roof.
02:04
So that was the Relative mode
02:06
and I'll switch back to Parallel now as it's got this Both option.
02:11
So if I click here and drag,
02:12
you can see the Relative option gives
02:14
me quite different offset distances on both sides
02:17
because it's relative to the face length.
02:21
If I undo that and switch to Distance
02:24
and then do exactly the same.
02:26
You can see that the offset is now an equal distance on both sides.
02:31
So I'm just gonna put that back to Single because in practice,
02:34
I probably use Bevel instead,
02:38
but this offset mode also affects the angle of the insertion.
02:41
And I can show this on the wheel arch.
02:45
So the Distance setting keeps this initial angle constant,
02:48
and so it can distort the layout a bit,
02:52
whereas Relative adjusts the angle of the flow between the edges as it goes along.
02:58
And that's why Relative is the default setting.
03:02
So undo those and have a look at the last option which is Edge Flow.
03:06
But first, I'm going to copy and paste
03:09
and then Template so that we can compare any changes to the original.
03:13
So the default is without Edge Flow.
03:16
And here the control cage is kept the same
03:19
and it's simply split.
03:21
But if I turn Edge Flow on,
03:22
then the control cage is now modified to try
03:25
to maintain the curvature shape of the limit surfaces.
03:29
So if we shade those, you can see that it's resulted in a flatter shape
03:33
when I haven't got Edge Flow
03:35
and with Edge Flow on, it's moved further out and it's rounder.
03:40
But in practice,
03:41
you're probably going to pick those new inserted edges and
03:44
move them around until you get the shape you want anyway.
Video transcript
00:02
We're going to have a look at the Subdiv Insert tool
00:06
and I'll start with these Insert mode settings
00:09
and I'll just use this hood with the indented scoop area.
00:15
So the Parallel option has Pick Edge Loop selected, which is normally what you want.
00:20
And if the controls aren't already displayed,
00:22
then the first click will display them.
00:24
So I can then just click on one edge
00:27
and then drag as far as the next edge loop in either direction.
00:32
So I'll just undo that
00:34
and then with Perpendicular instead you click on
00:37
an edge to insert a new loop across it
00:40
and you get the same results when there's a simple flow of quads.
00:46
But where the topology is more complex like the five edges here in this corner
00:50
or the three down here,
00:52
then we can get different results.
00:55
When you use Parallel, it's limited to a simple edge loop up to a complex junction.
01:00
So here I would have to insert twice to get another loop
01:04
on the edge of the scoop.
01:06
But if I undo those, what Perpendicular allows me to do
01:09
is work across that whole inner edge in one go.
01:13
So I can add in a loop at the top
01:15
and another one lower down.
01:17
So both modes can be really useful.
01:19
And you can see that inserting brings the limit surfaces
01:22
closer to the control cage for a tighter shape.
01:26
So next, I'll look at the Offset mode with Relative and Parameter settings.
01:32
On this roof, I've got just one face loop that's across the center line.
01:37
So if I wanted to split that with an Insert,
01:41
and I'll just stick with Perpendicular,
01:44
you can see that this Parameter value goes from around 0 to 1.
01:49
So if I want to insert exactly at the center,
01:51
then because it's symmetrical, I can type in 0.5 in the tool window.
01:56
And that means I could delete these faces for example
01:59
and just go back to one half of the roof.
02:04
So that was the Relative mode
02:06
and I'll switch back to Parallel now as it's got this Both option.
02:11
So if I click here and drag,
02:12
you can see the Relative option gives
02:14
me quite different offset distances on both sides
02:17
because it's relative to the face length.
02:21
If I undo that and switch to Distance
02:24
and then do exactly the same.
02:26
You can see that the offset is now an equal distance on both sides.
02:31
So I'm just gonna put that back to Single because in practice,
02:34
I probably use Bevel instead,
02:38
but this offset mode also affects the angle of the insertion.
02:41
And I can show this on the wheel arch.
02:45
So the Distance setting keeps this initial angle constant,
02:48
and so it can distort the layout a bit,
02:52
whereas Relative adjusts the angle of the flow between the edges as it goes along.
02:58
And that's why Relative is the default setting.
03:02
So undo those and have a look at the last option which is Edge Flow.
03:06
But first, I'm going to copy and paste
03:09
and then Template so that we can compare any changes to the original.
03:13
So the default is without Edge Flow.
03:16
And here the control cage is kept the same
03:19
and it's simply split.
03:21
But if I turn Edge Flow on,
03:22
then the control cage is now modified to try
03:25
to maintain the curvature shape of the limit surfaces.
03:29
So if we shade those, you can see that it's resulted in a flatter shape
03:33
when I haven't got Edge Flow
03:35
and with Edge Flow on, it's moved further out and it's rounder.
03:40
But in practice,
03:41
you're probably going to pick those new inserted edges and
03:44
move them around until you get the shape you want anyway.
Transcript
00:03
The Subdivision Bridge tool builds faces between opposite edges
00:10
and you can have a different number of edges on each side,
00:13
and I can use space bar for Build,
00:16
but you'll end up with a multi-
00:18
sided face, and that means your limit surfaces will be overly complex.
00:23
So I'll undo that.
00:25
And what you typically do with Bridge is think about the topology first.
00:29
So if I want to create this feature here,
00:32
I can move and scale these vertices to line them up
00:36
and that gives me two edges here.
00:40
And then over at the rear,
00:41
I can start to think about how the wheel
00:43
arch is gotta stretch up to this shoulder line.
00:48
And I'm keeping the topology really simple at this stage.
00:55
And this time, I'll double click on Bridge to open the option window
00:59
and I'll pick two edges here
01:01
and then two on this side
01:03
and space bar for Build.
01:06
And that builds a straight line connection.
01:09
Because I've got the window open, I can choose how many divisions I want in between.
01:15
And then I can just move these vertices inwards a bit
01:18
to shape that side panel.
01:21
And I'll just turn off the sketch.
01:24
And so you can see that the new faces are welded and blended
01:27
into the edges I've built from.
01:31
Here at the back,
01:32
I've already arranged the vertices to have three edges here and three here.
01:37
And I'm also going to just delete these faces so that I can rethink the topology.
01:43
So I could do just a normal flat bridge across here.
01:47
But there's also the option of creating a path curve to influence the shape.
01:52
So I'll use an edit point curve
01:54
and I'll just give that a little bit of shape.
01:58
And like before we can use Shift-select with the Add mouse button,
02:03
but I can also drag-select because you can't bridge to an internal edge,
02:07
so they don't even get selected.
02:10
So pick the curve
02:12
and then do the build.
02:13
And you can see that instead of a straight line,
02:16
the bridge is roughly following the curve shape.
02:21
In practice though, it's often just as easy to pick and move the vertices instead.
02:28
And then to finish off, I could just bridge across here.
02:31
But if I end up creating non-matching topology,
02:34
then this side edge doesn't get welded.
02:40
So I can undo that, and this time get the topology matching,
02:44
and then you can see that it's welded on the side as well as the two ends.
02:53
And finally, I've got a section of wheel here
02:55
and I've just revolved a front and a back SubD
02:60
and I'll just make the box shading a bit transparent here
03:02
so I can see all of the faces.
03:06
And so bridging across edges is our typical workflow,
03:10
but you can also use faces.
03:13
So I'll drag-select all these faces on both sides.
03:17
And when a closed loop is selected,
03:18
these arrows appear to correct any twisting that might happen.
03:23
And then when I build, all those faces are deleted
03:26
and new bridge faces are created across the resulting edges.
03:31
So it's not a common workflow, but it can occasionally be useful.
Video transcript
00:03
The Subdivision Bridge tool builds faces between opposite edges
00:10
and you can have a different number of edges on each side,
00:13
and I can use space bar for Build,
00:16
but you'll end up with a multi-
00:18
sided face, and that means your limit surfaces will be overly complex.
00:23
So I'll undo that.
00:25
And what you typically do with Bridge is think about the topology first.
00:29
So if I want to create this feature here,
00:32
I can move and scale these vertices to line them up
00:36
and that gives me two edges here.
00:40
And then over at the rear,
00:41
I can start to think about how the wheel
00:43
arch is gotta stretch up to this shoulder line.
00:48
And I'm keeping the topology really simple at this stage.
00:55
And this time, I'll double click on Bridge to open the option window
00:59
and I'll pick two edges here
01:01
and then two on this side
01:03
and space bar for Build.
01:06
And that builds a straight line connection.
01:09
Because I've got the window open, I can choose how many divisions I want in between.
01:15
And then I can just move these vertices inwards a bit
01:18
to shape that side panel.
01:21
And I'll just turn off the sketch.
01:24
And so you can see that the new faces are welded and blended
01:27
into the edges I've built from.
01:31
Here at the back,
01:32
I've already arranged the vertices to have three edges here and three here.
01:37
And I'm also going to just delete these faces so that I can rethink the topology.
01:43
So I could do just a normal flat bridge across here.
01:47
But there's also the option of creating a path curve to influence the shape.
01:52
So I'll use an edit point curve
01:54
and I'll just give that a little bit of shape.
01:58
And like before we can use Shift-select with the Add mouse button,
02:03
but I can also drag-select because you can't bridge to an internal edge,
02:07
so they don't even get selected.
02:10
So pick the curve
02:12
and then do the build.
02:13
And you can see that instead of a straight line,
02:16
the bridge is roughly following the curve shape.
02:21
In practice though, it's often just as easy to pick and move the vertices instead.
02:28
And then to finish off, I could just bridge across here.
02:31
But if I end up creating non-matching topology,
02:34
then this side edge doesn't get welded.
02:40
So I can undo that, and this time get the topology matching,
02:44
and then you can see that it's welded on the side as well as the two ends.
02:53
And finally, I've got a section of wheel here
02:55
and I've just revolved a front and a back SubD
02:60
and I'll just make the box shading a bit transparent here
03:02
so I can see all of the faces.
03:06
And so bridging across edges is our typical workflow,
03:10
but you can also use faces.
03:13
So I'll drag-select all these faces on both sides.
03:17
And when a closed loop is selected,
03:18
these arrows appear to correct any twisting that might happen.
03:23
And then when I build, all those faces are deleted
03:26
and new bridge faces are created across the resulting edges.
03:31
So it's not a common workflow, but it can occasionally be useful.
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.
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.
Transcript
00:03
To develop this bottom edge of the side panels,
00:06
the topology will have to reflect all of these different directions.
00:10
And for this, I can use the Cut
00:13
the Weld and Unweld and the Extract tools.
00:16
So I'll need an extra face down here, so I'll just use Extrude
00:21
and make sure that's set to Subdiv Edges.
00:24
And this will weld to the origin edge but not to the side here.
00:30
So I can do that manually using the Weld tool.
00:34
And To Target means that I pick one vertex or edge
00:38
and then ask it to move and join to this one.
00:41
Or if I undo that
00:44
To Midpoint finds the center position.
00:46
And so I can just drag-select the vertices to join them in the middle.
00:52
And to show you the Tolerance option first, I'm going to use Unweld.
00:56
So if I wanted to separate out this fender, for example,
00:60
I could pick this edge loop and then choose Unweld.
01:03
And you can see that it's now a separate SubD.
01:08
But if I undo just the move,
01:11
these are still separate subdivs with the vertices pretty much coincident
01:16
and certainly within this tolerance.
01:19
So when I box-select and let go,
01:22
only the close or coincidence CVs are welded.
01:28
Over here on the hood, I could use Unweld again,
01:31
but I can also just pick the faces and do Extract
01:35
with Keep original off.
01:37
Then it works just like a cut and paste for SubD faces.
01:42
And then at this frontage,
01:45
if this time I use Extract with Keep original on,
01:49
then it's the equivalent of a copy and paste
01:52
because the normal copy and paste tools don't work on subdiv faces,
01:56
so we use Extract instead.
01:58
And then I could use that to start some new geometry
02:02
which starts out with the same structure and shape as the hood.
02:06
So Weld and Extract work within the existing topology and edge flow.
02:11
But if I now go back to the body side
02:14
and just get this angle how I want it.
02:18
I'm wanting to create an indent feature here.
02:20
So I'm going to need to change the flow of the topology.
02:24
So I'll start with a simple Insert
02:28
and then to add edges across here, I can now use the Cut tool
02:33
and so Cut works on CVs and edges.
02:37
And when Both is set, then I can use the Ctrl key for point snap on a vertex,
02:42
but just click and drag for an edge.
02:46
And I could use this Offset parameter if I want a particular value.
02:49
But more typically we just click and drag by eye
02:53
and that will give me these new edges
02:57
and I don't want a triangle
02:58
so I can cut again from this point to this edge.
03:03
And then I can just pick this edge,
03:05
not this one
03:06
and hit Delete on the keyboard to get back to a quad.
03:11
And then I can adjust the shape a bit if I want to.
03:15
But now I've got a five sided face here
03:18
so I can use Cut again, and I've got a choice of how to work.
03:22
I can either click on each edge to get the flow that I want
03:27
or if I undo that
03:29
I can also just get into a view where for example, this edge is lined up
03:34
and then just click all the way across
03:36
to create a cut that gives me a good layout.
03:42
So all that work reorganizing the topology now allows me to pick these edges.
03:48
And I'll just unpick those
03:51
and move them inwards to create a fully
03:53
controlled light catching feature along the bottom edge.
04:01
And then finally, I could add an extra edge here using Insert,
04:06
but I can also use Cut in a different mode.
04:10
So when my first click is not on the geometry,
04:13
then the second creates this cut line which is actually viewport based.
04:17
So you can see that I can move the model around and get it lined up
04:21
or adjust that cut line
04:24
and then hit Cut Through.
04:26
And that adds the new edges which I can just pick and move to tidy up the shape.
04:34
So Weld and Cut allow you to change the flow of the topology
04:38
to develop the features that you want on your design.
Video transcript
00:03
To develop this bottom edge of the side panels,
00:06
the topology will have to reflect all of these different directions.
00:10
And for this, I can use the Cut
00:13
the Weld and Unweld and the Extract tools.
00:16
So I'll need an extra face down here, so I'll just use Extrude
00:21
and make sure that's set to Subdiv Edges.
00:24
And this will weld to the origin edge but not to the side here.
00:30
So I can do that manually using the Weld tool.
00:34
And To Target means that I pick one vertex or edge
00:38
and then ask it to move and join to this one.
00:41
Or if I undo that
00:44
To Midpoint finds the center position.
00:46
And so I can just drag-select the vertices to join them in the middle.
00:52
And to show you the Tolerance option first, I'm going to use Unweld.
00:56
So if I wanted to separate out this fender, for example,
00:60
I could pick this edge loop and then choose Unweld.
01:03
And you can see that it's now a separate SubD.
01:08
But if I undo just the move,
01:11
these are still separate subdivs with the vertices pretty much coincident
01:16
and certainly within this tolerance.
01:19
So when I box-select and let go,
01:22
only the close or coincidence CVs are welded.
01:28
Over here on the hood, I could use Unweld again,
01:31
but I can also just pick the faces and do Extract
01:35
with Keep original off.
01:37
Then it works just like a cut and paste for SubD faces.
01:42
And then at this frontage,
01:45
if this time I use Extract with Keep original on,
01:49
then it's the equivalent of a copy and paste
01:52
because the normal copy and paste tools don't work on subdiv faces,
01:56
so we use Extract instead.
01:58
And then I could use that to start some new geometry
02:02
which starts out with the same structure and shape as the hood.
02:06
So Weld and Extract work within the existing topology and edge flow.
02:11
But if I now go back to the body side
02:14
and just get this angle how I want it.
02:18
I'm wanting to create an indent feature here.
02:20
So I'm going to need to change the flow of the topology.
02:24
So I'll start with a simple Insert
02:28
and then to add edges across here, I can now use the Cut tool
02:33
and so Cut works on CVs and edges.
02:37
And when Both is set, then I can use the Ctrl key for point snap on a vertex,
02:42
but just click and drag for an edge.
02:46
And I could use this Offset parameter if I want a particular value.
02:49
But more typically we just click and drag by eye
02:53
and that will give me these new edges
02:57
and I don't want a triangle
02:58
so I can cut again from this point to this edge.
03:03
And then I can just pick this edge,
03:05
not this one
03:06
and hit Delete on the keyboard to get back to a quad.
03:11
And then I can adjust the shape a bit if I want to.
03:15
But now I've got a five sided face here
03:18
so I can use Cut again, and I've got a choice of how to work.
03:22
I can either click on each edge to get the flow that I want
03:27
or if I undo that
03:29
I can also just get into a view where for example, this edge is lined up
03:34
and then just click all the way across
03:36
to create a cut that gives me a good layout.
03:42
So all that work reorganizing the topology now allows me to pick these edges.
03:48
And I'll just unpick those
03:51
and move them inwards to create a fully
03:53
controlled light catching feature along the bottom edge.
04:01
And then finally, I could add an extra edge here using Insert,
04:06
but I can also use Cut in a different mode.
04:10
So when my first click is not on the geometry,
04:13
then the second creates this cut line which is actually viewport based.
04:17
So you can see that I can move the model around and get it lined up
04:21
or adjust that cut line
04:24
and then hit Cut Through.
04:26
And that adds the new edges which I can just pick and move to tidy up the shape.
04:34
So Weld and Cut allow you to change the flow of the topology
04:38
to develop the features that you want on your design.
Transcript
00:02
For a symmetrical design,
00:04
we can either build one subdivision across the centerline like this roof
00:09
or build one half and then use layer symmetry either up
00:12
here in the layer bar or here in the Object Lister.
00:17
Building the whole shape will generally give us a smoother limit surface across the center.
00:23
Building one half is generally more efficient,
00:26
but we have to work harder to get a good result on this centerline join.
00:31
There are tools that can help us with both methods,
00:34
but they all rely on the symmetry direction set in each layer.
00:38
And this yellow plane defaults to a centerline along
00:41
the X direction which works for this car,
00:44
but that can be changed, so you need to be aware of the direction
00:48
as it's this layer symmetry, which is key to using the symmetry tools.
00:54
So I'm going to start with this roof that we've built as one half.
00:58
And if we wanted now to make that the whole roof,
01:01
then I've got two ways to get the other half.
01:04
I can use Edit > Duplicate > Mirror.
01:07
And the default setting of XZ gives us
01:09
the same result as the default layer direction.
01:12
And so I get the mirrored side.
01:14
Or if I delete that
01:16
alternatively, I can turn on the layer symmetry
01:19
and then say Create Symmetric Geometry.
01:22
And the end result is exactly the same.
01:25
And I've still got two separate subdivisions
01:28
so I can join them into one using the Weld tool.
01:32
And I'm gonna use the To Tolerance setting
01:35
and just drag over these coincident center CVs to merge them.
01:40
So you can see that that's been welded into a single subdivision.
01:44
But over here, the CVs weren't snapped accurately to the center.
01:48
So I can use Weld again with two midpoints
01:51
to join those together on the centerline.
01:55
And that then gives me a reasonable smoothness across the middle.
02:01
But of course,
02:02
the difficulty is that it's very easy to make a change and lose the symmetry.
02:08
So we have a tool up here on the subdiv shelf
02:11
or here on the palette in the Object Edit tab
02:14
called Symmetric Modeling.
02:16
And if I pick the subdiv,
02:18
it reads the symmetry direction from the layer.
02:21
And when I apply it,
02:22
it forces the geometry to be symmetrical in that layer direction.
02:27
And then down here, I can choose which side to use as the master.
02:31
And you notice that the subdiv is now green, which means construction history.
02:36
So if I pick and move CVs on one side,
02:39
then the same actions are applied to the other side.
02:44
But also the subdivision tools work symmetrically.
02:48
So if I do an Insert,
02:50
that's applied on both sides.
02:53
Or if I pick this edge loop and do some extrusions,
02:57
then I get the new faces built on both sides
03:00
and it's the same with the Crease tool
03:03
and most of the other subdivision tools.
03:07
And if I ever want to get rid of that forced symmetry,
03:10
I just need to use Delete Construction History
03:13
and then the sides are independent again
03:15
until I reapply symmetric modeling.
03:20
So the other method is to stick with one half like on this hood.
03:25
And you can see that I have deliberately made
03:27
this very badly lined up on the centerline.
03:30
I am pretty zig-zaggy here.
03:33
So of course, I could fix that manually with moving and snapping vertices.
03:37
But I've got a tool on the Object Edit > Align pull-down here
03:42
called Symmetry Plane Align.
03:45
So if I apply it here on this edge, both the edge CVs are snapped to the centerline
03:50
and these second CVs are moved so that they're
03:56
And these blue lines show where it's been applied.
03:60
And because it does the two CVs I can skip this edge and then do this one
04:05
and this one
04:07
to get a tidied up center edge.
04:10
And so that gives me a reasonably smooth result across the center.
04:15
And again, the wireframe is now green, so
04:18
if I pick this vertex and move it,
04:21
then construction history causes this second one to
04:23
move and maintain that 90 degree relationship.
04:29
And if I try to move the second one,
04:31
it will always ping back level to the centerline CV.
04:36
So both ways of working are equally useful,
04:39
and particularly when you use the two symmetry tools to help.
Video transcript
00:02
For a symmetrical design,
00:04
we can either build one subdivision across the centerline like this roof
00:09
or build one half and then use layer symmetry either up
00:12
here in the layer bar or here in the Object Lister.
00:17
Building the whole shape will generally give us a smoother limit surface across the center.
00:23
Building one half is generally more efficient,
00:26
but we have to work harder to get a good result on this centerline join.
00:31
There are tools that can help us with both methods,
00:34
but they all rely on the symmetry direction set in each layer.
00:38
And this yellow plane defaults to a centerline along
00:41
the X direction which works for this car,
00:44
but that can be changed, so you need to be aware of the direction
00:48
as it's this layer symmetry, which is key to using the symmetry tools.
00:54
So I'm going to start with this roof that we've built as one half.
00:58
And if we wanted now to make that the whole roof,
01:01
then I've got two ways to get the other half.
01:04
I can use Edit > Duplicate > Mirror.
01:07
And the default setting of XZ gives us
01:09
the same result as the default layer direction.
01:12
And so I get the mirrored side.
01:14
Or if I delete that
01:16
alternatively, I can turn on the layer symmetry
01:19
and then say Create Symmetric Geometry.
01:22
And the end result is exactly the same.
01:25
And I've still got two separate subdivisions
01:28
so I can join them into one using the Weld tool.
01:32
And I'm gonna use the To Tolerance setting
01:35
and just drag over these coincident center CVs to merge them.
01:40
So you can see that that's been welded into a single subdivision.
01:44
But over here, the CVs weren't snapped accurately to the center.
01:48
So I can use Weld again with two midpoints
01:51
to join those together on the centerline.
01:55
And that then gives me a reasonable smoothness across the middle.
02:01
But of course,
02:02
the difficulty is that it's very easy to make a change and lose the symmetry.
02:08
So we have a tool up here on the subdiv shelf
02:11
or here on the palette in the Object Edit tab
02:14
called Symmetric Modeling.
02:16
And if I pick the subdiv,
02:18
it reads the symmetry direction from the layer.
02:21
And when I apply it,
02:22
it forces the geometry to be symmetrical in that layer direction.
02:27
And then down here, I can choose which side to use as the master.
02:31
And you notice that the subdiv is now green, which means construction history.
02:36
So if I pick and move CVs on one side,
02:39
then the same actions are applied to the other side.
02:44
But also the subdivision tools work symmetrically.
02:48
So if I do an Insert,
02:50
that's applied on both sides.
02:53
Or if I pick this edge loop and do some extrusions,
02:57
then I get the new faces built on both sides
03:00
and it's the same with the Crease tool
03:03
and most of the other subdivision tools.
03:07
And if I ever want to get rid of that forced symmetry,
03:10
I just need to use Delete Construction History
03:13
and then the sides are independent again
03:15
until I reapply symmetric modeling.
03:20
So the other method is to stick with one half like on this hood.
03:25
And you can see that I have deliberately made
03:27
this very badly lined up on the centerline.
03:30
I am pretty zig-zaggy here.
03:33
So of course, I could fix that manually with moving and snapping vertices.
03:37
But I've got a tool on the Object Edit > Align pull-down here
03:42
called Symmetry Plane Align.
03:45
So if I apply it here on this edge, both the edge CVs are snapped to the centerline
03:50
and these second CVs are moved so that they're
03:56
And these blue lines show where it's been applied.
03:60
And because it does the two CVs I can skip this edge and then do this one
04:05
and this one
04:07
to get a tidied up center edge.
04:10
And so that gives me a reasonably smooth result across the center.
04:15
And again, the wireframe is now green, so
04:18
if I pick this vertex and move it,
04:21
then construction history causes this second one to
04:23
move and maintain that 90 degree relationship.
04:29
And if I try to move the second one,
04:31
it will always ping back level to the centerline CV.
04:36
So both ways of working are equally useful,
04:39
and particularly when you use the two symmetry tools to help.
Transcript
00:02
The individual Move, Rotate and Scale tools work in the X, Y and Z directions.
00:08
And it's the same with the Transform manipulator.
00:11
So I'm gonna have a look at how we
00:12
can work in the directions determined by the geometry instead,
00:17
by looking at the Adjust Manipulator option for the Transform tool.
00:21
And by using the Transform CV tool with the Slide and NUV options.
00:26
And I'll start with that.
00:29
I can access Transform CV from here on the palette
00:33
or here on the marking menu
00:35
or over here on the Control Panel shelf
00:39
and the space bar displays the puck
00:42
which looks very complex, but I'm just going to stick with Move
00:46
and then it defaults to XYZ, but I'm going to use it for Slide
00:50
and for NUV
00:52
or in fact, just for N which is the normal direction.
00:54
So I'll choose that
00:56
and then I'll pick this edge loop
00:59
and click on the Transform CV tool
01:02
and then clicking and dragging the left mouse button
01:05
displays these blue arrows and moves the CVs outwards and inwards.
01:11
And you can see from this view that that would
01:13
have been hard to achieve in the XYZ directions alone.
01:18
If I want to keep going,
01:20
this has got an embedded pick mode in the center
01:23
and it's currently set to CVs
01:26
and the tool is still active so I can just click and drag on the next CV
01:31
and just keep going,
01:33
adjusting individual CVs in the normal direction.
01:38
So in the center of the puck, I can switch the selection to Edge Loops,
01:42
Faces, or just Edges.
01:45
So I'm gonna pick Edge Loops
01:47
and I'll also switch to the Slide mode.
01:50
So the next click I do will select the whole loop
01:54
and apply the Slide arrows
01:56
and these point in the directions of the control cage edges.
02:01
So if I drag one colored arrow,
02:04
then they all travel along the edge directions.
02:08
And this hardly changes the shape at all.
02:11
But it does let us reposition the CVs along this side.
02:16
And when I have a complete edge loop with a simple quad layout,
02:20
then I get these chevrons that let me twist or angle the row of CVs.
02:27
And because edge loops are set here for selection, then I can click on the next one
02:32
and this one has a star point here, so it's got an extra arrow color
02:37
and some different edge directions.
02:40
And then I can click over here.
02:43
But this time, I don't want to move this vertex in the edge loop.
02:47
So I can always override the built in selection
02:50
by picking the CVs I want first and then selecting the tool afterwards.
02:58
So some people use this for all of their
02:59
CV transforms and they'll use the XYZ setting,
03:03
the Move, Rotate and Scale and this Sensitivity setting.
03:08
But the key ones for subdivisions are just Move, Slide and Move Normal.
03:12
So you can keep it simple
03:15
or you can get a similar result with the Transform Manipulator.
03:20
So if I just pick this edge loop at the front of the hood
03:24
and then choose Transform,
03:26
if it's set to Pivot, you can switch to Global
03:29
to get the manipulator onto the geometry,
03:33
but it's not necessarily in the most useful location.
03:37
So with Global, you get this Adjust Manipulator button.
03:41
And if I select it, I can move the manipulator freely
03:45
or if I click on the geometry,
03:47
so I'll just pick this face,
03:50
it moves the manipulator to the center and
03:52
adjusts the orientation to match the face direction.
03:56
Or if I click on this edge, it gets centered and oriented to the edge direction.
04:01
And I can keep adjusting it
04:03
and Ctrl-snap it to this corner
04:05
and all the time it keeps that orientation.
04:09
So then you have to remember to come over here and switch back to the Transform mode.
04:14
And I'll often use space bar for that.
04:17
And now the Transform manipulator is working like a Slide
04:21
and the scaling is working nicely towards the center line.
04:26
So with these two tools,
04:28
you can move vertices in geometry directions as well as in the X, the Y and Z.
Video transcript
00:02
The individual Move, Rotate and Scale tools work in the X, Y and Z directions.
00:08
And it's the same with the Transform manipulator.
00:11
So I'm gonna have a look at how we
00:12
can work in the directions determined by the geometry instead,
00:17
by looking at the Adjust Manipulator option for the Transform tool.
00:21
And by using the Transform CV tool with the Slide and NUV options.
00:26
And I'll start with that.
00:29
I can access Transform CV from here on the palette
00:33
or here on the marking menu
00:35
or over here on the Control Panel shelf
00:39
and the space bar displays the puck
00:42
which looks very complex, but I'm just going to stick with Move
00:46
and then it defaults to XYZ, but I'm going to use it for Slide
00:50
and for NUV
00:52
or in fact, just for N which is the normal direction.
00:54
So I'll choose that
00:56
and then I'll pick this edge loop
00:59
and click on the Transform CV tool
01:02
and then clicking and dragging the left mouse button
01:05
displays these blue arrows and moves the CVs outwards and inwards.
01:11
And you can see from this view that that would
01:13
have been hard to achieve in the XYZ directions alone.
01:18
If I want to keep going,
01:20
this has got an embedded pick mode in the center
01:23
and it's currently set to CVs
01:26
and the tool is still active so I can just click and drag on the next CV
01:31
and just keep going,
01:33
adjusting individual CVs in the normal direction.
01:38
So in the center of the puck, I can switch the selection to Edge Loops,
01:42
Faces, or just Edges.
01:45
So I'm gonna pick Edge Loops
01:47
and I'll also switch to the Slide mode.
01:50
So the next click I do will select the whole loop
01:54
and apply the Slide arrows
01:56
and these point in the directions of the control cage edges.
02:01
So if I drag one colored arrow,
02:04
then they all travel along the edge directions.
02:08
And this hardly changes the shape at all.
02:11
But it does let us reposition the CVs along this side.
02:16
And when I have a complete edge loop with a simple quad layout,
02:20
then I get these chevrons that let me twist or angle the row of CVs.
02:27
And because edge loops are set here for selection, then I can click on the next one
02:32
and this one has a star point here, so it's got an extra arrow color
02:37
and some different edge directions.
02:40
And then I can click over here.
02:43
But this time, I don't want to move this vertex in the edge loop.
02:47
So I can always override the built in selection
02:50
by picking the CVs I want first and then selecting the tool afterwards.
02:58
So some people use this for all of their
02:59
CV transforms and they'll use the XYZ setting,
03:03
the Move, Rotate and Scale and this Sensitivity setting.
03:08
But the key ones for subdivisions are just Move, Slide and Move Normal.
03:12
So you can keep it simple
03:15
or you can get a similar result with the Transform Manipulator.
03:20
So if I just pick this edge loop at the front of the hood
03:24
and then choose Transform,
03:26
if it's set to Pivot, you can switch to Global
03:29
to get the manipulator onto the geometry,
03:33
but it's not necessarily in the most useful location.
03:37
So with Global, you get this Adjust Manipulator button.
03:41
And if I select it, I can move the manipulator freely
03:45
or if I click on the geometry,
03:47
so I'll just pick this face,
03:50
it moves the manipulator to the center and
03:52
adjusts the orientation to match the face direction.
03:56
Or if I click on this edge, it gets centered and oriented to the edge direction.
04:01
And I can keep adjusting it
04:03
and Ctrl-snap it to this corner
04:05
and all the time it keeps that orientation.
04:09
So then you have to remember to come over here and switch back to the Transform mode.
04:14
And I'll often use space bar for that.
04:17
And now the Transform manipulator is working like a Slide
04:21
and the scaling is working nicely towards the center line.
04:26
So with these two tools,
04:28
you can move vertices in geometry directions as well as in the X, the Y and Z.
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.
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.
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.
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.
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.
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.
Transcript
00:04
Adding cutout details or holes using only the control cage
00:09
means that you've got to add a lot of geometry
00:12
which adds complexity to the subdivision.
00:16
The alternative is to keep the control
00:19
cage simple
00:20
and then create the detail on the limit surfaces using the NURBS trimming tools.
00:26
So I'll go back to my untrimmed subdivision
00:29
and I've created some curves here in this view.
00:33
And I'll start by using the Project tool to create some curves-on-surface.
00:38
And this defaults to the view direction which
00:40
would work as I am in this orthographic view
00:43
or if you prefer to work in perspective, then you can choose the axis.
00:48
So in this case, I'll project along the X direction.
00:52
But the most important option is this Subdiv Select
00:56
because when it's asking me to select the NURBS surfaces,
00:60
I can just click once on the subdivision
01:02
and all the limit surfaces get selected.
01:05
So I'll say Go
01:07
and then it says "Select the curves" and I've got three here.
01:10
So I can box select those and say Project
01:14
and that creates a curve-on-surface which is drawn on to the limit surfaces.
01:21
But also the projection has gone all the way through.
01:23
And I've got one here at the front
01:25
and a bit here too.
01:27
So I can use this Limit Projection option here to reduce that.
01:31
And I don't need to be too accurate. Just make sure that it only covers the area I need.
01:37
So these five limit surfaces have curves-on-surface
01:41
and so the boundaries are shown dotted for these.
01:45
But I've also got these two spare ones,
01:47
which is why the Trim tool also has this Subdiv Select option.
01:52
So again, I can click on the subdivision to activate all the surfaces
01:56
and then select here.
01:58
And I don't want to keep that I'll do a Discard instead
02:02
and that then hides those two spare surfaces and trims these five
02:07
and changes the outline color to yellow.
02:11
And it's got construction history, so if I change the filet radius, for example,
02:16
the trimmed region will update
02:19
and I'll get a more controllable and precise cutout
02:21
shape than I could with just the subdivision vertices,
02:25
and any changes that I make will always update the trim.
02:30
Now with this circle for the badge area, I'm not gonna want to project that in X or Z.
02:37
So in project I can choose the Normal vector option.
02:40
So if I pick the subdiv it's gonna go 90 degrees to the surface. So I'll do a Go
02:47
and pick the curve and do a Project.
02:50
So I'll just hide the curve layer. So you can see the curve-on-surface here.
02:55
And then I can just do the trim,
02:57
pick the subdiv and Discard.
03:02
So I've added detail without adding complexity to the subdivision cage.
03:09
You can also Intersect to create curves-on-surface.
03:13
So let's say I've done a quick exploration of this roof wing
03:17
and I've kept the face layout simple and I haven't yet
03:19
worked out how to combine the two subdivisions along this join.
03:23
So I can intersect the limit surfaces instead.
03:27
And again, it's got the Subdivision Select options.
03:29
So I can just pick one whole subdiv
03:32
and then Go
03:33
and then the other.
03:35
And if I take the shading off, you can see that the curve-on-surface has been created.
03:40
Now for trimming the curve-on-surface has got to go all
03:43
the way to the end and here this one's a bit short,
03:47
but there's an option on Trim called Extend
03:50
and I'll use Selected which displays an arrow here where there's an issue.
03:54
So if I click on that,
03:56
it will delete the construction history, but that's OK.
03:59
So I'm just going to select here and say Keep
04:03
and it will be the same for this one.
04:05
This end is OK.
04:07
But I can see an arrow here as it's a bit short. So I can click on that to extend
04:12
and then pick this region and Keep.
04:17
So that's done a quick tidy up which might be
04:19
useful for a design review or a screen grab.
04:23
Now there isn't an undo with trimming, but we have Untrim instead
04:28
and this Last option will undo step by step.
04:32
So if I click here, it does
04:33
that trim from the intersection
04:35
but not these ones.
04:37
And then if I click again, it'll untrim in sequence.
04:42
Or if I do an Untrim All, then everything is untrimmed here
04:46
and here.
04:48
And it's good practice to delete any curves-on-surface you don't need for trimming.
04:53
And there's a specific Pick tool here
04:56
and I use that a lot, so I've added it to my marking menu as well.
04:59
So I can just box select and delete the curves-on-surface.
05:04
And finally, if you use these tools a lot, it can be useful to add them to your shelf,
05:10
particularly the Project tools in the different directions
05:13
and the Trim and Untrim.
Video transcript
00:04
Adding cutout details or holes using only the control cage
00:09
means that you've got to add a lot of geometry
00:12
which adds complexity to the subdivision.
00:16
The alternative is to keep the control
00:19
cage simple
00:20
and then create the detail on the limit surfaces using the NURBS trimming tools.
00:26
So I'll go back to my untrimmed subdivision
00:29
and I've created some curves here in this view.
00:33
And I'll start by using the Project tool to create some curves-on-surface.
00:38
And this defaults to the view direction which
00:40
would work as I am in this orthographic view
00:43
or if you prefer to work in perspective, then you can choose the axis.
00:48
So in this case, I'll project along the X direction.
00:52
But the most important option is this Subdiv Select
00:56
because when it's asking me to select the NURBS surfaces,
00:60
I can just click once on the subdivision
01:02
and all the limit surfaces get selected.
01:05
So I'll say Go
01:07
and then it says "Select the curves" and I've got three here.
01:10
So I can box select those and say Project
01:14
and that creates a curve-on-surface which is drawn on to the limit surfaces.
01:21
But also the projection has gone all the way through.
01:23
And I've got one here at the front
01:25
and a bit here too.
01:27
So I can use this Limit Projection option here to reduce that.
01:31
And I don't need to be too accurate. Just make sure that it only covers the area I need.
01:37
So these five limit surfaces have curves-on-surface
01:41
and so the boundaries are shown dotted for these.
01:45
But I've also got these two spare ones,
01:47
which is why the Trim tool also has this Subdiv Select option.
01:52
So again, I can click on the subdivision to activate all the surfaces
01:56
and then select here.
01:58
And I don't want to keep that I'll do a Discard instead
02:02
and that then hides those two spare surfaces and trims these five
02:07
and changes the outline color to yellow.
02:11
And it's got construction history, so if I change the filet radius, for example,
02:16
the trimmed region will update
02:19
and I'll get a more controllable and precise cutout
02:21
shape than I could with just the subdivision vertices,
02:25
and any changes that I make will always update the trim.
02:30
Now with this circle for the badge area, I'm not gonna want to project that in X or Z.
02:37
So in project I can choose the Normal vector option.
02:40
So if I pick the subdiv it's gonna go 90 degrees to the surface. So I'll do a Go
02:47
and pick the curve and do a Project.
02:50
So I'll just hide the curve layer. So you can see the curve-on-surface here.
02:55
And then I can just do the trim,
02:57
pick the subdiv and Discard.
03:02
So I've added detail without adding complexity to the subdivision cage.
03:09
You can also Intersect to create curves-on-surface.
03:13
So let's say I've done a quick exploration of this roof wing
03:17
and I've kept the face layout simple and I haven't yet
03:19
worked out how to combine the two subdivisions along this join.
03:23
So I can intersect the limit surfaces instead.
03:27
And again, it's got the Subdivision Select options.
03:29
So I can just pick one whole subdiv
03:32
and then Go
03:33
and then the other.
03:35
And if I take the shading off, you can see that the curve-on-surface has been created.
03:40
Now for trimming the curve-on-surface has got to go all
03:43
the way to the end and here this one's a bit short,
03:47
but there's an option on Trim called Extend
03:50
and I'll use Selected which displays an arrow here where there's an issue.
03:54
So if I click on that,
03:56
it will delete the construction history, but that's OK.
03:59
So I'm just going to select here and say Keep
04:03
and it will be the same for this one.
04:05
This end is OK.
04:07
But I can see an arrow here as it's a bit short. So I can click on that to extend
04:12
and then pick this region and Keep.
04:17
So that's done a quick tidy up which might be
04:19
useful for a design review or a screen grab.
04:23
Now there isn't an undo with trimming, but we have Untrim instead
04:28
and this Last option will undo step by step.
04:32
So if I click here, it does
04:33
that trim from the intersection
04:35
but not these ones.
04:37
And then if I click again, it'll untrim in sequence.
04:42
Or if I do an Untrim All, then everything is untrimmed here
04:46
and here.
04:48
And it's good practice to delete any curves-on-surface you don't need for trimming.
04:53
And there's a specific Pick tool here
04:56
and I use that a lot, so I've added it to my marking menu as well.
04:59
So I can just box select and delete the curves-on-surface.
05:04
And finally, if you use these tools a lot, it can be useful to add them to your shelf,
05:10
particularly the Project tools in the different directions
05:13
and the Trim and Untrim.
Transcript
00:02
We can project curves onto a subdivision
00:05
and use the curves-on-surface to divide or split the surfaces.
00:10
I'm just going to work on a section of the hood
00:12
and I'll use the Object Lister here to show how the subdivision structure works.
00:18
So you can see we've got these eight faces here.
00:21
So I'll just do a projection in Z,
00:23
pick the subdiv, do a space bar for Go,
00:26
pick the curves, and space bar to Project.
00:30
So we get the curves-on-surface with history on these two faces
00:34
and they're shown here in the Object Lister.
00:37
So when I Trim, I'll pick the subdiv
00:39
and then I could select here to do a Keep
00:43
or move it over here to do a Discard.
00:46
And in the Object Lister, those two faces are now displayed as trimmed.
00:51
But if I was to Untrim that
00:53
and Trim again
00:55
this time, I can say Divide instead.
00:59
And if I shade that up and have a look over here,
01:02
it's created a second subdivision that's been copied from the first.
01:06
And if I give it a shade of color,
01:08
you can see that it's been trimmed to keep that small region
01:11
and the original has been trimmed with the hole.
01:15
But if I try to display the CVs with the duplicated subdiv, they don't appear.
01:21
And that's because of this H for history.
01:23
So the CVs on this one are driven by the CVs on the original.
01:28
So I can only display the original CVs.
01:31
And that means that if I make a modification,
01:34
both surfaces get changed in exactly the same way,
01:37
which is really useful.
01:40
And also they've both got history with the projecting curves.
01:44
So I can scale that a bit or move it
01:47
and they both stay updated.
01:49
But this duplication has implications when you Untrim.
01:53
So if we changed our minds and decided to pick both of those and do an Untrim,
01:59
you notice here that the copy is a full
02:01
duplicate of the original with all eight faces.
02:04
And if I turn off the original,
02:06
you see that the copied one has lost
02:07
the construction history on the curves-on-surface,
02:11
but it's still there on the original.
02:14
So it's good practice if you do Untrim to be aware that you'll have that duplicate
02:19
and to delete it.
02:23
So now I'm going to have a look at a more complicated example on the roof subdivision
02:27
and create some windscreen details using these curves.
02:31
And I will often take a copy when I'm doing lots of trimming
02:35
to keep a simple version of the subdivision.
02:37
If I want to go back to sculpting the basic form.
02:40
So I've got my subdivision note here
02:43
and I'll just do a Z projection again.
02:47
And that gives me the windscreen outlines on the roof.
02:52
So then when I Trim Divide,
02:54
if I want this main roof part to be the master,
02:57
then I pick the subdivision
02:59
and then I'll only select these regions for the Divide
03:03
but leave this main part of the roof unselected.
03:06
So then when I say Divide, you can see over here that that's been left as the master
03:11
and I've got these four extra copies.
03:14
So I can assign some different shade of colors to make that easier to see.
03:19
And that quickly gives me a lot of detail for visualization
03:22
without having to do all that splitting with subdivision modeling,
03:26
which would be a lot of work and add a lot of complexity to the control cage.
03:31
So then if I want to make a modification, then I can display all the CVs on the master
03:36
and history will probably work quite well with small changes.
03:42
But sometimes you get a trimming issue and you'll have to go
03:45
and do an Untrim and a re-Trim to sort it out.
03:49
And that's one of the main reasons why I'll often keep a basic version
03:52
for when I want to go back to sculpting the subdivision.
Video transcript
00:02
We can project curves onto a subdivision
00:05
and use the curves-on-surface to divide or split the surfaces.
00:10
I'm just going to work on a section of the hood
00:12
and I'll use the Object Lister here to show how the subdivision structure works.
00:18
So you can see we've got these eight faces here.
00:21
So I'll just do a projection in Z,
00:23
pick the subdiv, do a space bar for Go,
00:26
pick the curves, and space bar to Project.
00:30
So we get the curves-on-surface with history on these two faces
00:34
and they're shown here in the Object Lister.
00:37
So when I Trim, I'll pick the subdiv
00:39
and then I could select here to do a Keep
00:43
or move it over here to do a Discard.
00:46
And in the Object Lister, those two faces are now displayed as trimmed.
00:51
But if I was to Untrim that
00:53
and Trim again
00:55
this time, I can say Divide instead.
00:59
And if I shade that up and have a look over here,
01:02
it's created a second subdivision that's been copied from the first.
01:06
And if I give it a shade of color,
01:08
you can see that it's been trimmed to keep that small region
01:11
and the original has been trimmed with the hole.
01:15
But if I try to display the CVs with the duplicated subdiv, they don't appear.
01:21
And that's because of this H for history.
01:23
So the CVs on this one are driven by the CVs on the original.
01:28
So I can only display the original CVs.
01:31
And that means that if I make a modification,
01:34
both surfaces get changed in exactly the same way,
01:37
which is really useful.
01:40
And also they've both got history with the projecting curves.
01:44
So I can scale that a bit or move it
01:47
and they both stay updated.
01:49
But this duplication has implications when you Untrim.
01:53
So if we changed our minds and decided to pick both of those and do an Untrim,
01:59
you notice here that the copy is a full
02:01
duplicate of the original with all eight faces.
02:04
And if I turn off the original,
02:06
you see that the copied one has lost
02:07
the construction history on the curves-on-surface,
02:11
but it's still there on the original.
02:14
So it's good practice if you do Untrim to be aware that you'll have that duplicate
02:19
and to delete it.
02:23
So now I'm going to have a look at a more complicated example on the roof subdivision
02:27
and create some windscreen details using these curves.
02:31
And I will often take a copy when I'm doing lots of trimming
02:35
to keep a simple version of the subdivision.
02:37
If I want to go back to sculpting the basic form.
02:40
So I've got my subdivision note here
02:43
and I'll just do a Z projection again.
02:47
And that gives me the windscreen outlines on the roof.
02:52
So then when I Trim Divide,
02:54
if I want this main roof part to be the master,
02:57
then I pick the subdivision
02:59
and then I'll only select these regions for the Divide
03:03
but leave this main part of the roof unselected.
03:06
So then when I say Divide, you can see over here that that's been left as the master
03:11
and I've got these four extra copies.
03:14
So I can assign some different shade of colors to make that easier to see.
03:19
And that quickly gives me a lot of detail for visualization
03:22
without having to do all that splitting with subdivision modeling,
03:26
which would be a lot of work and add a lot of complexity to the control cage.
03:31
So then if I want to make a modification, then I can display all the CVs on the master
03:36
and history will probably work quite well with small changes.
03:42
But sometimes you get a trimming issue and you'll have to go
03:45
and do an Untrim and a re-Trim to sort it out.
03:49
And that's one of the main reasons why I'll often keep a basic version
03:52
for when I want to go back to sculpting the subdivision.
Transcript
00:03
The subdivision control cage creates NURBS geometry, not polygons.
00:07
And that means we can use all the NURBS
00:09
Surface and Surface Edit tools on those limit surfaces.
00:13
So to create a blackout for this wheel arch, for example,
00:16
I could use the Draft tool which is like the SubD Extrude.
00:21
And with many of the NURBS tools,
00:23
there is a Chain Select option that is particularly useful
00:25
for the number of small surfaces created by the subdivision.
00:29
So here I can click once and it picks all these edges,
00:33
I can choose a direction
00:35
and a length
00:36
and do a Build.
00:38
And then if I've got a blackout shader, I can apply that
00:42
and I get a useful visualization surface that
00:45
doesn't affect the complexity of the control cage.
00:50
One of the biggest causes of complex SubD geometry
00:53
is using the Bevel tool to create these rounded edges.
00:57
So an alternative is to start with a Crease instead.
01:01
And I'll just isolate the layer to make selection easier.
01:05
And then I could use Round or Surface Fillet.
01:07
So I'll select that
01:09
and then box-select across the whole edge
01:12
and that selects a few more than I need but it'll ignore those.
01:16
So I just need to do a space bar to Build
01:19
and that's trimmed the limit surfaces back
01:22
and built the fillet surfaces in between.
01:25
And it's easy to change the radius here
01:27
and Update.
01:30
So we end up with an accurate and adjustable radius edge
01:33
without adding more edges to the subdivision control cage
01:38
and it maintains history.
01:40
So if I modify the control cage,
01:42
then the fillet updates
01:44
and it can take a while.
01:47
So it's useful to use this H button here and choose Global Suspend
01:52
and then make the changes I want without waiting
01:55
for the surface fillet history to update each time.
01:59
And then when I'm ready for it to be rebuilt,
02:01
then I can go back here and turn off the Suspend.
02:05
And that means you've only got to wait once for the update
02:09
and you can see the fillets reapplied along the edge of those limit surfaces.
02:15
Dealing with holes is tricky with subdivisions.
02:19
So I could drop this trimmed vent surface, for example.
02:22
And here I've got some NURBS detailing tools
02:25
and I'll just use the first one which is Fillet Flange
02:29
and these tools have a lot of settings, so I'll close all those sections.
02:33
And again, here in the Control Options, we've got a Chain Select
02:37
and it's also worth checking the Trim setting which I'll turn on.
02:41
So then I can just click once and select the whole edge
02:45
and then I'll choose the fillet direction and the flange direction,
02:49
I'll just use the default settings and do a space bar to Build.
02:53
And that creates both a fillet and a flange in one go.
02:57
And it's a bit short, so I can increase the flange length here
03:01
and reduce the fillet radius
03:03
and do an Update.
03:07
So that creates quite a refined and crisp surface indent
03:11
again, without affecting the complexity of the SubD.
03:16
I've got a curve-on-surface here for a badge.
03:20
And this time I'll use the Panel Gap tool
03:23
and again, that has a Trim setting and a Chain Select if I need it.
03:28
But this is just one curve, so I'll pick that and say Accept
03:33
and I'll choose the inwards direction
03:35
and it's going to go on both sides so I don't need to change that one
03:39
and it creates a fillet and a flange on both sides.
03:43
And the gap here is a bit wide so I can change that
03:46
and I'll make this radius a bit smaller
03:49
and do an Update.
03:52
So if I want to put a different shade of color onto the badge,
03:55
then the problem is that this surface here is still
03:58
a single surface with just the gap trimmed out.
04:01
So I can't give it two different colors.
04:04
Now, I don't want to affect the rest of the SubD.
04:07
So with just this surface selected, I can do an Untrim
04:11
and then Trim again,
04:13
but I'm going to take the Subdiv Select off because I've got some
04:16
other curves on surface on the SubD that I don't want to trim to.
04:20
So I'll be a bit careful and just trim that one surface and do a Keep.
04:26
And then I can just pick that single surface, do a copy and paste
04:30
and then do an Untrim
04:32
and a re-Trim back to there.
04:35
So I will have lost history, but I can now pick it independently.
04:40
And a useful tool is Pick Surface Chain.
04:43
So I can say, pick everything that's tangent continuous from say this surface.
04:49
And then I can assign a badge color to just that part,
04:55
but mostly you won't need to do that trimming.
04:57
So over here,
04:58
I've used the Panel Gap tool to create the split line between the door and the fender.
05:03
So I don't need to separate the colors,
05:06
but if I want to keep things simple for this split line on the rear edge of the door,
05:11
I can also use the Tubular Offset tool.
05:14
And again, I've got Chain Select
05:17
and I'll go for Automatic trim.
05:20
So I can pick that curve-on-surface chain,
05:23
reduce that tube size.
05:25
And I'll make it quite small for a panel split
05:27
and say Build
05:30
and that's created a tube surface.
05:33
But I can switch to a groove
05:36
or most often I pick None just to trim away the gap.
05:39
And if you've got a dark background,
05:41
that's often good enough to illustrate the split
05:44
or you can switch back to just curves-on-surface and Update
05:49
and then do a Trim Divide.
05:51
And this time I would put the Subdiv Select back on so I'm trimming the whole SubD
05:56
and I could delete that center curve-on-surface or I'll just pick both and say Divide
06:02
and then I can just pick those divided parts and assign a blackout color.
06:09
So if you're familiar with the NURBS modeling tools,
06:12
you've got the option of adding details to the main subdivision concept model
06:16
without creating extra edges and vertices that make
06:19
it harder to make quick design changes.
Video transcript
00:03
The subdivision control cage creates NURBS geometry, not polygons.
00:07
And that means we can use all the NURBS
00:09
Surface and Surface Edit tools on those limit surfaces.
00:13
So to create a blackout for this wheel arch, for example,
00:16
I could use the Draft tool which is like the SubD Extrude.
00:21
And with many of the NURBS tools,
00:23
there is a Chain Select option that is particularly useful
00:25
for the number of small surfaces created by the subdivision.
00:29
So here I can click once and it picks all these edges,
00:33
I can choose a direction
00:35
and a length
00:36
and do a Build.
00:38
And then if I've got a blackout shader, I can apply that
00:42
and I get a useful visualization surface that
00:45
doesn't affect the complexity of the control cage.
00:50
One of the biggest causes of complex SubD geometry
00:53
is using the Bevel tool to create these rounded edges.
00:57
So an alternative is to start with a Crease instead.
01:01
And I'll just isolate the layer to make selection easier.
01:05
And then I could use Round or Surface Fillet.
01:07
So I'll select that
01:09
and then box-select across the whole edge
01:12
and that selects a few more than I need but it'll ignore those.
01:16
So I just need to do a space bar to Build
01:19
and that's trimmed the limit surfaces back
01:22
and built the fillet surfaces in between.
01:25
And it's easy to change the radius here
01:27
and Update.
01:30
So we end up with an accurate and adjustable radius edge
01:33
without adding more edges to the subdivision control cage
01:38
and it maintains history.
01:40
So if I modify the control cage,
01:42
then the fillet updates
01:44
and it can take a while.
01:47
So it's useful to use this H button here and choose Global Suspend
01:52
and then make the changes I want without waiting
01:55
for the surface fillet history to update each time.
01:59
And then when I'm ready for it to be rebuilt,
02:01
then I can go back here and turn off the Suspend.
02:05
And that means you've only got to wait once for the update
02:09
and you can see the fillets reapplied along the edge of those limit surfaces.
02:15
Dealing with holes is tricky with subdivisions.
02:19
So I could drop this trimmed vent surface, for example.
02:22
And here I've got some NURBS detailing tools
02:25
and I'll just use the first one which is Fillet Flange
02:29
and these tools have a lot of settings, so I'll close all those sections.
02:33
And again, here in the Control Options, we've got a Chain Select
02:37
and it's also worth checking the Trim setting which I'll turn on.
02:41
So then I can just click once and select the whole edge
02:45
and then I'll choose the fillet direction and the flange direction,
02:49
I'll just use the default settings and do a space bar to Build.
02:53
And that creates both a fillet and a flange in one go.
02:57
And it's a bit short, so I can increase the flange length here
03:01
and reduce the fillet radius
03:03
and do an Update.
03:07
So that creates quite a refined and crisp surface indent
03:11
again, without affecting the complexity of the SubD.
03:16
I've got a curve-on-surface here for a badge.
03:20
And this time I'll use the Panel Gap tool
03:23
and again, that has a Trim setting and a Chain Select if I need it.
03:28
But this is just one curve, so I'll pick that and say Accept
03:33
and I'll choose the inwards direction
03:35
and it's going to go on both sides so I don't need to change that one
03:39
and it creates a fillet and a flange on both sides.
03:43
And the gap here is a bit wide so I can change that
03:46
and I'll make this radius a bit smaller
03:49
and do an Update.
03:52
So if I want to put a different shade of color onto the badge,
03:55
then the problem is that this surface here is still
03:58
a single surface with just the gap trimmed out.
04:01
So I can't give it two different colors.
04:04
Now, I don't want to affect the rest of the SubD.
04:07
So with just this surface selected, I can do an Untrim
04:11
and then Trim again,
04:13
but I'm going to take the Subdiv Select off because I've got some
04:16
other curves on surface on the SubD that I don't want to trim to.
04:20
So I'll be a bit careful and just trim that one surface and do a Keep.
04:26
And then I can just pick that single surface, do a copy and paste
04:30
and then do an Untrim
04:32
and a re-Trim back to there.
04:35
So I will have lost history, but I can now pick it independently.
04:40
And a useful tool is Pick Surface Chain.
04:43
So I can say, pick everything that's tangent continuous from say this surface.
04:49
And then I can assign a badge color to just that part,
04:55
but mostly you won't need to do that trimming.
04:57
So over here,
04:58
I've used the Panel Gap tool to create the split line between the door and the fender.
05:03
So I don't need to separate the colors,
05:06
but if I want to keep things simple for this split line on the rear edge of the door,
05:11
I can also use the Tubular Offset tool.
05:14
And again, I've got Chain Select
05:17
and I'll go for Automatic trim.
05:20
So I can pick that curve-on-surface chain,
05:23
reduce that tube size.
05:25
And I'll make it quite small for a panel split
05:27
and say Build
05:30
and that's created a tube surface.
05:33
But I can switch to a groove
05:36
or most often I pick None just to trim away the gap.
05:39
And if you've got a dark background,
05:41
that's often good enough to illustrate the split
05:44
or you can switch back to just curves-on-surface and Update
05:49
and then do a Trim Divide.
05:51
And this time I would put the Subdiv Select back on so I'm trimming the whole SubD
05:56
and I could delete that center curve-on-surface or I'll just pick both and say Divide
06:02
and then I can just pick those divided parts and assign a blackout color.
06:09
So if you're familiar with the NURBS modeling tools,
06:12
you've got the option of adding details to the main subdivision concept model
06:16
without creating extra edges and vertices that make
06:19
it harder to make quick design changes.
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