Graphics Programs Reference
In-Depth Information
Noice the two poles (a 5-edge pole at the center and a 3-edge pole at the botom
right) that are used to redirect the topological flow and help us to keep the top part
of the frame with the number of verices unchanged.
The last thing we must do is explore one method that can be used to create nice
beveled corners when using subdivision surfaces.
12. Let's add a Subdivision Surfaces modifier to the object (or enable it if it is disabled)
and then take a look at the shape of the doors, frames, and windows. We can see
that the modifier has changed these shapes into very rounded ones, but we do not
want that. What we want are sharp bevels and defined corners. The problem though
is that we need the modiier to get a high resoluion mesh with very sot and nice
curvature on its surface. The soluion is to add more geometry at key places to get
what we want: A high resoluion mesh with nice curvature and sharp corners with
nice beveling.
For the explanaion, let's work on the window frame, which has a few corners that
need to be corrected now that the Subdivision Surfaces modifier is enabled.
13. Select only the patch of the window ( L key with the pointer over the patch) and then
hide the unselected parts of the mesh ( Mesh → Show/Hide → Hide Unselected
or use Shift + H ).
14. Now locate the botom right-hand side corner of the frame (right view), zoom into
that part, invoke the Loop Cut and Slide tool ( Ctrl + R ), then move the mouse
pointer over the verical edges that form the roof post, and come down into the
corner. When the tool shows an edge loop running horizontally across those verical
edges, click and then move the pointer down to move the new edge loop very close
to the corner, but leave enough space to be able to easily select it in case is needed
later.
 
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