Graphics Reference
In-Depth Information
At this point, you may notice a slight stair-stepping along the vertical edges of the bottle and some awk-
ward shading on some of the semi-sharpened edges. This is caused by insufficient vertices that define the
changes in edge weights. Shifting your shaded view from Advanced OpenGL to Vertex Map will give bet-
ter insight to the reason behind this issue. The vertical edges (which should be completely smoothed) show
signs of edge weighting. As you will recall, the edge weights on the Subdivision weight map produce sharp
edges with no smooth transition from polygon to polygon. In this case, these edges should be smooth while
the vertical edges should contain the graduated shift from smooth to sharp. To achieve this effect, you will
need more geometry:
1. Press the D key to subdivide the existing geometry. This fixes some issues with the structure of the
mesh but requires a little adjustment to get the shape exactly right. Once again, the use of falloffs will
greatly expedite the work. If you are still in (or switch to) Vertex Map Weight mode, you will see that
your edge weighting has been reset. You need to build this again to get the proper creasing.
2. Select two consecutive vertical edges on one corner of the model and then use the up-arrow key to
continue your selection to the top of the mesh (see Figure 5-31 ) .
Figure 5-31: One edge is selected for edge weighting. Repeat this on each of the other three corners.
 
 
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