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CLOTHREYES TUTORIAL Part 3 -- Thicken edges by Dollpartz PAGE 3 1,2,3 |
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| THICKEN EDGES - relax modifier | ||
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Bring the whole shirt into view by selecting sub-object polygon, and clicking UNHIDE. What you see should look like what is shown below. Now, the sleeve looks a little too cylinderical to me, and too far from the arm on the end ... one way to improve the situation is a modifier I make good use of is the RELAX modifier. |
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| Keeping sub-object polygon mode, select first set of polygons closest to the sleeve end, as shown. | ||
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| I have Relax as part of my 'always visible' set. If it's not part of your faves, and you don't want it to be, just click 'MORE ...' to add it to your object. If you wanna add it as a button in your faves then click the button pointed to in the picture. Hmmm, unwrap UVW probably should be removed; I don't use it, I use a separate program, outside of Max, called Lithunwrap, to do my texture mapping! Well, anyway we can discuss some of those issues later, the important thing right now is to add Relax as a modifier ... | ||
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... and apply to selected polys. Actually it was already applied in the picture above. Sorry for the blurry screen cap I re-saved before merging the layers (a Paintshop pro gaff by me--ignore the term 'layers,' if you find it confusing it's concerning making screen caps for the tutorial, not a Max thing) Of course you can pick a lower or higher relax value. Default is .5. In this case, it's adequate, cuz we're gonna apply Meshsmooth on it as well, afterwards. Yes, Relax and Meshsmooth can be used in combination! While both smooth areas, Relax can be applied to a specific area of an object (footnote 3***), as we did here, and Relax doesn't add any polys. |
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| As you can see above, in my example, the sleeve 'rim' has kinda snagged the arm, as the arm has muscular bulges. We can fix that easily by adjusting sleeve vertices ... since there's no vertex exactly where the sleeve intersects the arm, so we gotta grab the two on each side of the bulge ... | ||
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| In the two-dimensional viewport move em forward en masse ... It's evident from 2d view we should adjust the back of the sleeve as well. Basically look over the sleeve and each area where the arm interferes, follow this procedure. | ||
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Now let's apply Meshsmooth to see where we are. See how Meshsmooth has acted to narrow the rim slightly--which is a good thing! That the vertices could do with more work is obvious in this view (below), we shouldn't tolerate space between sleeve and arm--no wait I should qualify that, it depends on what look you want, here I'm gunning for a sleeve that hugs the arm. Follow the procedure we just discussed only move the sleeve closer to the arm where space exists. Remove Meshsmooth first if you applied it. And while you're at it, you may as well repeat procedure on other sleeve. |
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Next? ... a collar perhaps. Maybe texturing later. Oh ya, making it conformable!! How could I forget. Let's try COLLAR for now. |
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(3***
Meshsmooth can be applied to part of the object, but a box next to 'apply
to whole mesh' must
be unchecked ... then meshsmooth will be applied to part of the object,
adding polys to only selected part and the edge between selected and
unselected will be constructed in such a Also, Meshsmooth modifier has a weighting option. Default is 1.0. So at default all areas of object are treated the same. But areas of the object MS's applied to can be set above or below 1.0. Once MS is selected you can select edges and give em weights, so that MS works more strongly on some parts of the object. Try experimenting with it sometime!) |
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