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>> In this video, I'm going to go over
subdividing and adding edge creases.
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So I have these three pieces
here that are joined together
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so they're regarded as one object.
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And you can see that I have wire frame turned
on, so I can see the underlying geometry.
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And I am going to subdivide these.
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So I'm going to hit subdivide.
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And you can see that I'm getting very
different results from the subdivision.
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So I'm going to turn off optimal display
so it's easier to see what's going on.
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And basically, the geometry that has the
least amount of geometry is smoothed the most.
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The one that has the most supported geometry
is smoothing the least in terms of the shape.
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And the reason why that is is
because when you add this modifier,
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the multi-resolution modifier, you're basically
adding and averaging geometry to the mesh
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and subdividing it and basically
doubling the number of polygons.
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So actually it quadruples
the number of polygons.
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So every single polygon turns
into four polygons.
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So I'm going to turn off optimal
display again and, like I said,
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I was subdividing like this
and this is the result I get.
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You can also subdivide with
using the linear button.
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So when I click on linear, it will subdivide
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without averaging the vertices
or averaging the shape.
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So that can be really useful
if you want to res up an object
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and you don't necessarily want to smooth it.
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So that said, that's how
you can subdivide things
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and either make them smoother or not smooth.
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Another thing that you can do
is you can use edge creases.
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So what I'm going to do is I'm going
to go into edit mode and I'm going
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to select some edges on my objects.
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So I'm going to select these top edges here
and then these bottom edges here and --
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So I'll select these, right
there, and then I'm going
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to do the same thing for this one over here.
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And then we'll do the same thing over here.
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Blender is being so nice and it is selecting
the entire line of edges, as it should.
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So now that I've got these edges here, what
I can do is I can now add a crease to them.
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So instead of using multi-res, I'm going
to use the subdivision surface modifier.
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So now we get this preview, but then
we can also see our geometry below.
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So with all of these edges here
selected, I'm going to now go to edge
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and I'm going to use edge crease.
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So by using the crease, I can
basically change the amount
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that the object will subdivide
and average in specific areas.
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So the edges that I just selected are
the edges that are going to stay sharp.
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So I can keep it at a factor of one.
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I can also slide it up and down
like this to change the factor.
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It'll allow you to just change the factor
by dragging your middle mouse button back
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and forth initially and then once you
click, a little box here will show up
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and it'll allow you to do
it manually if you'd like.
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So I have this factor of one and
say I want to add more levels
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in the view port to show it a little better.
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You can see exactly what it's doing now.
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And so it gives you this very
particular look for your mesh
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and so there's definitely
some advantages to this.
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It allows you to keep your geometry really
low res and then you can specify areas
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that are going to be sharp without having
to actually model in the geometry so that
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when you smooth it, it stays sharp.
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So as an example, I was going to show
how to apply this to a screwdriver.
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So if I select this screwdriver head here,
I'm going to go up to the top and I will,
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just so that I have only this thing selected,
I'm going to hit Shift H to hide everything
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but the object and then I'm going
to go into subdivision surface
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and you see we get this weird looking thing at
first and so we're just going to have to deal
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with the way this looks, so I'm going
to go into edit mode and I'm going
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to select these edges here
at the top and then the sides
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of the head will probably need to be sharp.
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And then maybe these edges right
around here also need to be sharp.
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And, of course, at the very bottom, these
edges right here should also be sharp.
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So I'll select these and then these here.
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I'm going to zoom out and I'm going to go to
edge and I'm going to edge crease and I'm going
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to slide up the edge crease amount
and you can see if I zoom in here
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that you can see the edge creasing
and changing back and forth here.
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I can't slide it for some reason.
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Well, once you are done -- interesting.
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So I set it to one, so you may have to manually,
once you have clicked on this factor part,
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you have to just manually do that.
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Anyway, this is the final result
and this is what it looks like.
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That looks pretty good.
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And if I change the subdivision levels
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on the view port a little bit more,
then we can see it even better.
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When I go out of edit mode and I'm just looking
at the object as is, this is what it looks like.
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So the head of the screwdriver
looks pretty good.
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And then I'll do the same thing
with the handle of the screwdriver.
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And to make my objects reappear, I need to hold
down Alt H and that will unhide everything.
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And then I'm going to go to this piece
right here and I'll just frame it up.
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And I'm going to hit tab.
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I already have the edges selected here so it's
really easy to do for this particular object
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and I'm going to go from simple to the
Catmull-Clark to see what's going on here.
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And if any time when you're
trying to select edges,
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if you already have subdivision turned on,
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it's very easy to turn off the
smoothing mode and just show it simply.
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You can see that those edges
are actually buried inside
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of my object and it's really hard to get to.
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So sometimes you may have to resort to going
into the simple mode to select the edges
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and then the Catmull-Clark mode
to do the edge crease part.
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So I'm going to go to edge crease and then I'm
going to change it to a factor of one and then
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that makes this nice, clean edge like that.
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That looks good.
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And now I'll tab out of this mode here.
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And this is what we've got.
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So if I turn off the wire frame mode,
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now I've got this nice clean
edge on the bottom of my handle.
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So that's basically how it works.
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And very useful for all sorts
of hard surface modeling.