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When modeling various forms, particularly hard-surface shapes, how you treat the edges can have a significant impact on the final presentation and quality of the model. By better understanding how to treat the edges of a form we can create higher quality models, that better fit the needs of the models environment.
Edge Creasing
Using the edge crease function, in conjunction with a Subdivision Surface modifier, allows you to manually specify the sharpness of each and every edge within your mesh. This allows you to create where geometric angles, while still using subsurf. However, as seen in the video, creasing tends to result in poor surface shading next to the creased edges. It's best used on small forms, far from the camera, or in combination with other techniques. Edge creasing works exclusively with subdivision surface models.
Edge split Modifier
The Edge Split modifier allows you to create seams within the mesh, as specified by angle or marked sharpness. This results in perfectly sharp edges that can be used to better distinguish differing shapes in your model. Similar to edge creasing, edge splits are generally best for distance objets. They are also very useful for real-time assets, where the polycounts is commonly kept to a minimum. Edge splits work with all models that have some smooth shading.
Proximity Loops
Proximity loops, also known as supporting geometry, are useful and versatile with subdivision surfaces. Using proximity loops allows you to easily adjust how smooth or sharp an angle on a model is. These loops increase the number of edges in the model, but yield high quality results and provide a lot of flexibility. Except in the case of game models, proximity loops are generally preferred to the other two methods, as it gives much better shading.
Each of these three methods can be combined and do not need to always be used independently.
tutorialspoint Tips for Creating Sharp Edges While Modeling | |
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