About creases, vertex weight and edge loops

I’m at the final part of this tutorial meant for 3Ds Max, http://67.15.36.49/ffa/tutorials/max/joanofarc/sword4.asp where some edges are made harder tinkering with the vertex weight and crease values.

My first attempt was to increase the crease value for those edges, but a lot of artifacts appeared on the model, especially obtrusive when lighting it, and also the result was not even near to the screenshots.

I have not found a weight function in Blender, so I thought that the best solution is to add edgeloops on the edges. The problem is that I didn’t model the sword using a mirror modifier, so I think that this step would involve deleting half the mesh, creating the edgeloops using “loop subdivide” and then duplicating and mirroring it.

Is this the only solution to make an edge “harder” when using subsurf?

Thanks!

Oh my goodness, I have answered this question a lot lately!

Go here, the bottom of the page, and you might want to download the file in the sig below.

Shoot, lol, I couldnt find my link for it and had to actually search the wiki for it.:slight_smile: Too funny.

Have fun. I know how frustrating it can be learning blender’s interface, for me on a daily basis!

But as I said on my first post I have already tried using creases and I didn’t get the result shown in the tutorial. The edges were still too smooth, and some of them showed strange artifacts when using high crease values.

Well, I havent done that tut. Post a pic.
So, did you use subsurfing to smooth it? Then apply the crease by dragging the edges to a point?

You could also try using a a whatchit, a cage thingy around it to deform it. Sorry lots of help, I cant think what the thing is called. Im hungry. LOL.

I looked in the wiki again, its a lattice.

Well, I have a model like this one: http://67.15.36.49/ffa/tutorials/max/joanofarc/images/sword/rendu02b_i.jpeg

And the result should look like this other one:
http://67.15.36.49/ffa/tutorials/max/joanofarc/images/sword/rendu02_i.jpeg

So I’m trying to make the edges sharper. With crease the result is not sharp enough and produces artifacts. So my question is whether there’s another way to obtain this result.

Thanks

Hi,

besides introducing new edgloops and creasing edges, you could try the split edge modifier. It will produce razor-sharp edges (and a few side-effects…). Watch out for aliasing problems along the edge and unwanted gaps in the mesh.
http://wiki.blender.org/index.php/Manual/EdgeSplit_Modifier

Sorry ititrx, but would you mind reading a post before you answer? And what have lattices to do with edge sharpening?

Regards

edit:
Now that I’ve seen the screenshots: Make sure the creasing value is set to max, select the edges, hit (Shift-E), hit (1), Leftclick to confirm. This looks like it’s doable with edge-crease.
Perhaps try a higher level of subsurf as well?

It’s a good idea to show an image of the artifacts on your model, so we know what it’s all about.

Bartleby, I did read the post, blink blink? Which is why I gave the subsurf link. But then after reading the next post I thought maybe I got it wrong. To date I have not had a challenge of being unable to get a sharp edge with sub and crease.

I thought a lattice could be used to pull the edge, thus making it sharper. Thinking if you can make a fork with one, you could probably make a sword with one too. I was brainstorming. No pictures to go from, and as I said, I havent done that tut.

I was going from a picture of a sword in my mind. Which had an edge that got rounded when I subsufed it and I had to crease it to sharpen it.

I have tried to set the crease value to max, but either the edges are not sharp enough or artifacts on the shading appear (I can’t make a screenshot now, but I’ll post it tomorrow).

The split edge modifier, produces, as you say, some side-effects that I don’t like. I have already solved part of the problem using edgeloops and crease on certain parts, but I would like to avoid unnecessary geometry when possible.

The part that is giving me the biggest trouble when using creases is the base of the handle which refuses to be sharp enough.

I suppose that the problem is that I come from MAX and I’m trying to apply the modelling methods that I used with it instead of the ones which work with Blender.

Thanks again

Yep, no smoothing groups in Blender…

Another thing to look into is the Autosmooth setting in editing buttons, “Mesh” Tab. You can set edges to be redered sharp if the angle between adjacent faces is above the threshold value. Since this interferes with Subsurf level (higher level - lower angles) and with creases, you will have to experiment to find a good setting.

Regards

Here is the screenshot of the result that high crease values produce:

http://i22.photobucket.com/albums/b339/Amt0571/artifacts.jpg

Hi again,
I dont want to model this object, but would like to solve the problem. So could you post the blend? One of the easist free host sites is here.

Thanks, then perhaps I could understand the problem. Im not sure why you want to have a sharp edge there? Since it would cut you while using it.

Have you tried using the face between the two edges to crease it? Have you applied scale and rotation to the object?

Again I am brainstroming.

Hi,

this looks like a problem with the face normals, please try “Recalculate normals outside” (Ctrl-N) on the faces around the crease to check.

Regards

edit:
I’ve tried to model (and crease) a simliar handle and could reproduce the render artifacts. It seems that a high value for crease together with acute-angled faces together with the whole mesh “set smooth” doesn’t work well.

The easiest solution without additional geometry was to use “Autosmooth”. To avoid confusion, this button should better be labeled “Auto-edged”: When the whole mesh is set smooth, this setting will treat all edges between faces with angles above threshold as sharp. You just need to find a suitable value…

If you want the edges not razor-sharp, but slightly round with a very low radius, additional edgeloops (and a matching high subsurf setting) are required.