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graphic:modeling [2017/11/01 21:18]
ying [Polygon to Wire Model]
graphic:modeling [2017/11/01 22:06] (current)
shining ↷ Links adapted because of a move operation
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 </​code>​ </​code>​
  
-{{graphic:​model_bevel.png|}} \\ {{graphic:​model_bevel_tor.png|}}+{{graphic:modeling:​model_bevel.png|}} \\ {{graphic:modeling:​model_bevel_tor.png|}}
  
 **Steps - version 001** **Steps - version 001**
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     * then export as EPS format for cleaner file format (illlustrator 3 eps)     * then export as EPS format for cleaner file format (illlustrator 3 eps)
   - Import AI logo   - Import AI logo
-    * (optional) scale up 100x times, to avoid small bevel value error \\ {{graphic:​ai_logo_step01_scale100_for_nosmallbevelerror.png|}}+    * (optional) scale up 100x times, to avoid small bevel value error \\ {{graphic:modeling:​ai_logo_step01_scale100_for_nosmallbevelerror.png|}}
   - Surface > Bevel Plus (**Important note: Please do each Bevel operation seperately for each independent geometry, means each output mesh should have all its face connected as a shell; also make sure select the Outline curve first then select inner hole curves; Also Curve direction has a impact on whether it convex inside or outside**)   - Surface > Bevel Plus (**Important note: Please do each Bevel operation seperately for each independent geometry, means each output mesh should have all its face connected as a shell; also make sure select the Outline curve first then select inner hole curves; Also Curve direction has a impact on whether it convex inside or outside**)
     * keep bevel inside outside (but sometimes, bevel inside cause more problem than bevel outside, so in AI, make sure the trace image eat inside a bit with threshold if you use trace image to get the cutout line)     * keep bevel inside outside (but sometimes, bevel inside cause more problem than bevel outside, so in AI, make sure the trace image eat inside a bit with threshold if you use trace image to get the cutout line)
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     * output Polygon: along extrusion section 1; along curve span 3; (so it won't be too high res for later smooth operation) ​     * output Polygon: along extrusion section 1; along curve span 3; (so it won't be too high res for later smooth operation) ​
       * or if you prefer sharp bevel without smooth operation, then try extrusion section 2; along curve span 6; or higher for a straight sharp out-of-box result       * or if you prefer sharp bevel without smooth operation, then try extrusion section 2; along curve span 6; or higher for a straight sharp out-of-box result
-    * {{graphic:​ai_logo_step02_bevelplusinside_wd_0.6_5_20_secspan_1_3.png|}}+    * {{graphic:modeling:​ai_logo_step02_bevelplusinside_wd_0.6_5_20_secspan_1_3.png|}}
   - Select the front and back Cap Face, then triangle the face to make it not a n-gon face   - Select the front and back Cap Face, then triangle the face to make it not a n-gon face
-    * (optional) then quad the face \\ {{graphic:​ai_logo_step03_triag_quad_caps.png|}}+    * (optional) then quad the face \\ {{graphic:modeling:​ai_logo_step03_triag_quad_caps.png|}}
   - (optional) Smooth the whole geo (may results worse result)   - (optional) Smooth the whole geo (may results worse result)
-    * update 2016.718. actually I would avoid smooth at this stage as it mess up the topology too much, I will leave it same resolution with just trianglize \\ {{graphic:​ai_logo_step04_smooth.png|}}+    * update 2016.718. actually I would avoid smooth at this stage as it mess up the topology too much, I will leave it same resolution with just trianglize \\ {{graphic:modeling:​ai_logo_step04_smooth.png|}}
   - if you like smooth bevel edge, then export the part as obj   - if you like smooth bevel edge, then export the part as obj
     * use Zbrush to ZRemesher it for re-topo and smooth out bad faces     * use Zbrush to ZRemesher it for re-topo and smooth out bad faces
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     * divide with smooth, then flat brush and smooth brush to fix it bit     * divide with smooth, then flat brush and smooth brush to fix it bit
     * re do ZRemesher with half resolution and if needed, reduce to a polycount amount     * re do ZRemesher with half resolution and if needed, reduce to a polycount amount
-    * ref: http://​docs.pixologic.com/​reference-guide/​tool/​polymesh/​geometry/​zremesher/​ \\ {{graphic:​ai_logo_step05_zbrush_zmesh.png|}} \\ {{graphic:​ai_logo_step05_zbrush_zremesher.png|}} \\ {{graphic:​ai_logo_step06_zbrush_zremesher_reduce_20per.png|}}+    * ref: http://​docs.pixologic.com/​reference-guide/​tool/​polymesh/​geometry/​zremesher/​ \\ {{graphic:modeling:​ai_logo_step05_zbrush_zmesh.png|}} \\ {{graphic:modeling:​ai_logo_step05_zbrush_zremesher.png|}} \\ {{graphic:modeling:​ai_logo_step06_zbrush_zremesher_reduce_20per.png|}}
   - Then bring the Obj back to Maya to cleanup and smooth   - Then bring the Obj back to Maya to cleanup and smooth
  
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     - Since in order to keep the AI logo shape exact size or more like exact size of overall silhouette shape, and also we can't rely on Maya bevel inside operation, thus we have to outset ​ our curve inwards first in Illustrator,​ then bevel them outside to grow back to its original shape size     - Since in order to keep the AI logo shape exact size or more like exact size of overall silhouette shape, and also we can't rely on Maya bevel inside operation, thus we have to outset ​ our curve inwards first in Illustrator,​ then bevel them outside to grow back to its original shape size
     - Please check image below, the lower one is the logo shape to create, and black color is solid and white color means holes; the higher one is the lower with path offset inward 5pt. \\      - Please check image below, the lower one is the logo shape to create, and black color is solid and white color means holes; the higher one is the lower with path offset inward 5pt. \\ 
-{{graphic:​ai_logo_v001_step01_pathoffset.png|}}+{{graphic:modeling:​ai_logo_v001_step01_pathoffset.png|}}
   * Now Time to Go Maya, import EPS curve   * Now Time to Go Maya, import EPS curve
     * like method 001, but this time, we select all the offset-inward-curves instead of original curves, and do the same bevel plus outside operation like before, and use bevel width to bring it shape size to original     * like method 001, but this time, we select all the offset-inward-curves instead of original curves, and do the same bevel plus outside operation like before, and use bevel width to bring it shape size to original
       - note: make sure the inward do NOT intersect, you may need to fix some extreme dense cv points area by remove some cv to ease the tension in that area for polygon creation.       - note: make sure the inward do NOT intersect, you may need to fix some extreme dense cv points area by remove some cv to ease the tension in that area for polygon creation.
       - note: if some inner curves Don't convex out but convex in, then select those problem inner curves, and shift-right mouse menu > reverse curve, that will fix it       - note: if some inner curves Don't convex out but convex in, then select those problem inner curves, and shift-right mouse menu > reverse curve, that will fix it
-      - note: to increase the resolution of outline curvature polygon counter, just boost up the curve span to 20 \\ {{graphic:​ai_logo_v001_step04_resolution.png?​500|}} +      - note: to increase the resolution of outline curvature polygon counter, just boost up the curve span to 20 \\ {{graphic:modeling:​ai_logo_v001_step04_resolution.png?​500|}} 
-      - here is the compare of method 002 (inner offset + bevel outside) vs method 001 (just bevel outside); clearly, the method 002 white color output polygon is better in matching original green profile curves while still got good edge loops in the bevel \\ {{graphic:​ai_logo_v001_step02_comparewithmethod001.png?​461|}} \\ {{graphic:​ai_logo_v001_step02_bevelwithinnercurves.png?​500|}} +      - here is the compare of method 002 (inner offset + bevel outside) vs method 001 (just bevel outside); clearly, the method 002 white color output polygon is better in matching original green profile curves while still got good edge loops in the bevel \\ {{graphic:modeling:​ai_logo_v001_step02_comparewithmethod001.png?​461|}} \\ {{graphic:modeling:​ai_logo_v001_step02_bevelwithinnercurves.png?​500|}} 
-    * compare to traditional method, inner-outer polygon-edge bridge with fill hole operation, the method 2 still outperform in both bevel area topology and editing speed \\ {{graphic:​ai_logo_v001_step03_comparewithpolygonmethod.png?​475|}}+    * compare to traditional method, inner-outer polygon-edge bridge with fill hole operation, the method 2 still outperform in both bevel area topology and editing speed \\ {{graphic:modeling:​ai_logo_v001_step03_comparewithpolygonmethod.png?​475|}}
     * Last, ready to trianglize the cap faces and send to other render or just directly render in Maya     * Last, ready to trianglize the cap faces and send to other render or just directly render in Maya
  
 ====== CAD NURBS to Polygon Workflow ​ ====== ====== CAD NURBS to Polygon Workflow ​ ======
  
-  * Maya Standard Fit convertion vs Genral Fit convertion (General Fit is better) \\ {{:graphic:​modeling_cad_001_standfit_vs_generalfitbetter.png?​600|}} \\ {{:graphic:​modeling_cad_002_standfit_vs_generalfitbetter.jpg?​600|}} +  * Maya Standard Fit convertion vs Genral Fit convertion (General Fit is better) \\ {{graphic:modeling:​modeling_cad_001_standfit_vs_generalfitbetter.png?​600|}} \\ {{graphic:modeling:​modeling_cad_002_standfit_vs_generalfitbetter.jpg?​600|}} 
-  * Maya Standard Fit convertion vs Genral Fit convertion vs Count Fit convertion at 200 \\ {{:graphic:​modeling_cad_003_standfit_vs_generalfitbetter_vs_count200.png?​600|}} \\ {{:graphic:​modeling_cad_004_standfit_vs_generalfitbetter_vs_count200.jpg?​600|}}+  * Maya Standard Fit convertion vs Genral Fit convertion vs Count Fit convertion at 200 \\ {{graphic:modeling:​modeling_cad_003_standfit_vs_generalfitbetter_vs_count200.png?​600|}} \\ {{graphic:modeling:​modeling_cad_004_standfit_vs_generalfitbetter_vs_count200.jpg?​600|}}
  
 ====== Polygon to Wire Model ====== ====== Polygon to Wire Model ======
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   * [[http://​www.youtube.com/​watch?​v=lEnsEGlFsBQ|round corner]] : mentalray specific render time solution   * [[http://​www.youtube.com/​watch?​v=lEnsEGlFsBQ|round corner]] : mentalray specific render time solution
  
-{{graphic:​modeling_edge_loop_and_round_corner_and_crease.jpg?​600|}}+{{graphic:modeling:​modeling_edge_loop_and_round_corner_and_crease.jpg?​600|}}
  
 ===== reference and LOD ===== ===== reference and LOD =====
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 ===== Shape to Shape modeling ===== ===== Shape to Shape modeling =====
  
-  * square to circle \\ {{graphic:​modeling_square_to_circle.png?​450|}} +  * square to circle \\ {{graphic:modeling:​modeling_square_to_circle.png?​450|}} 
-  * circle to square \\ {{graphic:​modeling_circle_to_square.png?​450|}}+  * circle to square \\ {{graphic:modeling:​modeling_circle_to_square.png?​450|}}