Edgeloop modeling (april 2013)

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Kelly L.Murdock and Eric M. Allen Edgeloop Character Modeling For 3D Professionals Only, 2006, Wiley Publishing,Inc. Disediakan oleh: Noorazzahrawani Binti Abdul Rani (Mei 2013) Edgeloop Modeling Concept

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Transcript of Edgeloop modeling (april 2013)

Page 1: Edgeloop modeling (april 2013)

Kelly L.Murdock and Eric M. Allen

Edgeloop Character Modeling For 3D Professionals Only, 2006, Wiley Publishing,Inc.

Disediakan oleh:

Noorazzahrawani Binti Abdul Rani (Mei 2013)

Edgeloop Modeling Concept

Page 2: Edgeloop modeling (april 2013)

Edgeloop Modeling

“ For characters that are used extensively for animation sequnces, I prefer the edgeloop modeling method, which produces meshes that deform naturally without binding and gapping.”

- Non-planar polygons cause of crashing rendering and game engines. Triangulated non-planar polygons, but today isn’t necessary.

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Edgeloop ModelingAn edgeloop is a row of connected edges

lined end to end that define a specific feature. This row of edges typically forms a loop, but it doesn’t have to.

..those around localized featuresuch as the eyes or mouth; circlingthe top of the head, encircling theeyes and nose.

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The Benefitsa. Natural modeling construct

- select edgeloops to move into the new position. - isolate and define the major body features,

which makes modeling and animation easy.b. Easy-to-add details

- Examples: wrinkles to a mesh by scaling edgeloop, small finger added around

knuckle.

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The Benefitsc. Maximum deformation

- to define features, details and to break up areas of heavy deformation, such as knees and elbows.

- eliminate many problems during animation.

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The Benefitsd. Made for animating

- can hold up under extreme poses. e. Minimal polygons - take up less memory. - easier to manipulate - character created with edgeloops are smoother and cleaner with fewer polygons.

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Rules a. Use quads

- 4 vertices connected by 4 edges. Example: Muscles don’t have zigzag pattern.

b. Complete edgeloops - provide the maximum amount of flexibility

as a model is moved. If not, that places can become gaps and distortions can appear.

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Complete edgeloops

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Rules c. Avoid edgeloop terminations - Surrounding an edgeloop termination are

several poles. A pole is a vertex with more or fewer than

four edges extending from it. - Poles can cause the shading to be

abnormal, and this abnormal shading only gets worse when

the object is deformed.

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Rules d. Edgeloops run along crease lines

- natural crease lines such as the smile lines that run from the

base of the nose to the corners of the mouth deform

properly when the edgeloops run parallel to them.

e. Position weak deformation areas - under the arms, in the crotch area, on

the inner legs, or along the back.

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Rulesf. Enclose areas of maximum deformations - increase the number of edgeloops

around areas where the model will pinch and deform quite a bit.

Example: knees, shoulder, thighs and elbow. - add concentric edgeloop rings that

circle the problem area.

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Rulesg. Define the form outline - start with edgeloops that define the

outline of model. - then move to the edgeloops that define

the individual body parts, such as eyes, breasts and

shoulders.

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Rulesh. Three edges define a curve - only two are needed to define a hard edge.i. Avoiding long thin quads - can show artifacts when rendered and can cause serious problems when deformed during animation process. j. Final rule: IGNORE THESE RULES

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Techniques a. Duplicating edgeloops

b. Removing triangles c. Extruding a circular edgeloop d. Cutting in a circular edgeloop e. Splitting a single edgeloop into two

Duplicating edgeloops

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Splitting a single edgeloop into two

Removing triangles

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Cutting in a circular edgeloop and Splitting a single edgeloop into two

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Cutting in a circular edgeloop

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Workflowa. Designing first

b. Loading and texturing model templates

c. Starting with the torso

d. Adding arms and legs

e. Adding hands and feet

f. Iterate, iterate, iterate

g. Adding a head

h. Adding face details

i. Adding clothes

j. Adding hair

k. Rigging and skinning

l. Testing the skeleton

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ExerciseIn this exercise, you can start modeling using box. Box suggested height is 3 segments, width is 3 segments and length is 3 segments. Convert the box into editablePoly object. Apply modifier Symmetry to have other half of the box is being affected when you model the other half.

Then you can proceed by extruding hand, leg and head using Extrude, Cut, Connect and Weld tools. As you model the human body (by extruding, cutting, connecting and welding), making sure all horizontal and vertical edges are straight. Add more edgeloops around maximum deformation area of the body or to get details of the body parts.

* For head, you can model it as a separated part then attach it to the body or extrude from the body.

After that, you can apply modifier turbosmooth to see the human body mesh become smooth to get the best form of human body.