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 Post subject: Edges, curves and subsurfing
PostPosted: Fri Jan 13, 2012 9:58 pm 
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Joined: Fri Apr 24, 2009 7:03 pm
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I's trying to create something with sharp edges like, say, a stealth bomber. Quite sharp edges and flat planes, but not unrealistically sharp edges. I tried to do it with a subsurf and found that sometimes the edges were OK and sometimes they were too sharp, also sometimes a flat surface became curved. Any advice? Would seeing the file help? I'm trying to do a blender model based on a paper model spacecraft I like.


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 Post subject: Re: Edges, curves and subsurfing
PostPosted: Sat Jan 14, 2012 7:51 am 
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Joined: Tue Nov 23, 2010 8:37 pm
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Location: Bradenton, FL
With the subsurf modifier, there are a few ways to achieve a sharp edge. Loopcuts, edgesplit modifier, and using ctrl-E and sharp edges. Loop cuts provide the most control and make it easier to get the exact amount of sharpness vs roundness.

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 Post subject: Re: Edges, curves and subsurfing
PostPosted: Sat Jan 14, 2012 5:43 pm 
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Thanks, I found a trick that helps with windows, panels, etc.

Sometimes you use an edge to tighten up a corner of a window or something similar but it creates a crease in the whole structure. Try this: create a loop edge in the middle, then selects just the verts that make up the frame or edge of the window, panel, etc, and use edge slide to just sline them towards the corner, it can tighten up a corner without making a crease in the whole wall, panel, etc.


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