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
>


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