Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 11-01-2009 , 06:20 PM
Xander-0's Avatar
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advice on tessellation

hey - I'm working on a machine model, and I'm trying to set it up so I can smooth parts afterwards. This means, of course, that I have to have extra topology in certain areas, to keep edges and such. However, I've come to an area where if I leave the extra topology in, the normals generated (before and after smoothing) create an extra 'highlight'. Leaving it out, causes the edges to dissappear, of course. In the attached picture, I'd like to remove the outer two of the three-set of lines adding definition to the cylinder.
Any thoughts?

Stephen

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# 2 12-01-2009 , 12:48 AM
BennyK's Avatar
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If you're obsessed about keeping the geometry as clean as possible it will be very hard.
I would do something as described in the attached pic, but it may stand out a bit. see how it looks after you smooth the edges and go on from there.

Something else you should know is that you don't have to plan the entire geometry in advance. You can model the basic shape and add geometry with various tools, such as bevel and add edge loop tool which you could have used here.

Benny

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