Hi Neil, I had a short look at the reference you found. It shows the idea of correct edge loops very well. There's only one thing that I didn't agree about: The writer says that some triangles are unavoidable. This is not correct. You should avoid triangles and n-gons at all cost. This hasn't been much of a subject in the RS world as we're used to work with solids most of the time. But in the polygon world triangles and n-gons are quite not done. The main problem is that the subdivision algorithms will turn them into quite dirty quadrangles which can cause artefacts when rendering.
Arjo. >>I didn't understood your text really > > Sorry about my poor text Boris. I tend to take shortcuts when I am writing > and this makes it difficult for people. > > Many thanks for your Tut link. It covers a modelling trick that I need to > know. Very helpful!! I will be returning to that one many times I think. > The manual has good information here too that I seem to be ready to add to > my way of drawing now. > > The Edge Loop reference I found was slightly different. I needed to sketch > in the points/nodes when starting a face. > > The one that I found so helpful was > > http://e2-productions.com/repository/modules/tutorials/files/Edge%20Loops%20for%20Faces/edge_loops_for_faces.htm > > > Thank you again > > Neil Cooke >
