1. Subdivision Topology: Artifacts

    05:38

    from The Guerrilla CG Project / Added

    67.8K Plays / / 25 Comments

    This video is a high quality training video from The Guerrilla CG Project ( www.guerrillacg.org ) a non for profit organisation dedicated to teaching the fundamentals of computer graphics. The topology or mesh pattern of a model can drastically affect the smoothing of a model. Here Greg Petchkovski demonstrates how to avoid smoothing artifacts. A must watch for anyone modelling with subdivision surfaces. Author: Greg Petchkovsky http://www.guerrillacg.org/index.php/presenters/greg-petchkovsky For more information about Computer Graphics and higher quality videos visit The Guerrilla CG Project www.guerrillacg.org.

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    • Characters Reel 2013

      02:52

      from jose manuel linares lopez / Added

      17.5K Plays / / 0 Comments

      SubDivision Modeling done with XSI Softimage

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      • Guerrilla CG: Subdivision Surfaces

        04:45

        from Glen Moyes / Added

        11.1K Plays / / 7 Comments

        This is a video I contributed to The Guerrilla CG Project. There's tons of great videos that teach the basics of 3D there. Check them out at guerrillacg.org. The blog entry for this video can be found at http://glenmoyes.blogspot.com/2008/12/guerrilla-cg-subdivision-surfaces.html Script: Welcome to this video on subdivision surfaces. We are going to talk about what subdivision is, how it works, and why using quads with subdivision creates smoother meshes. What is Subdivision Subdivision surfaces allows us to take a low density model and smooth the surfaces into a high-polygon model. This isn't a lighting trick like gouraud shading; we are actually changing the geometry of the model. We call the low density model the control cage. This is the mesh we actually model. When we enable subdivision surfaces we can still edit the control cage at any time. Levels of Subdivision Subdivision increases the face count of the model when rendered. Every level of subdivision increases the number of faces by a factor of 4. At a subdivision level of one, 1 face on our control cage will become 4 faces in the subdivided model. At a level of 2, it becomes 16 faces, 3 becomes 64 faces, and so on. Our 3D software will let us set independent levels of subdivision for real-time display and rendering. We use a low level for real-time display so we can work quickly and easily in our 3D software, and a higher level for rendering so our models look their best. However, be careful not to have the subdivision level needlessly high. Use just enough so that it looks good when rendered. In this example the 3D models have a subdivision level of 3, where this one has a subdivision level of 4. See the difference? At this screen resolution and this far away from the model, we can't, but the image with a subdivision level of 4 took longer and a required a lot more system memory to render because there are four times as many faces. To save on rendering time and system memory, models that are small or farther away from the camera can have a lower subdivision level than objects closer to the camera. After a little experience and a few test renders we'll know what level of subdivision is best. We can use subdivision and gouraud shading together to create a very smooth-looking model. Gouraud shading will make the surface look perfectly smooth without requiring our subdivided mesh to have polygons the size of pixels, which would require an extremely high level of subdivision. Gouraud shading won't smooth the silhouette of our model though. We need to increase the subdivision level if the silhouette, or certain contours of our model, are too angular. How Subdivision Works Here we have a series of vertices and edges. The edges make a straight line between each vertex. When subdivision is turned on, the straight lines start to resemble a curved line, or more appropriately a spline. In this example I'm using the Catmull-Clark approximation scheme to smooth the mesh, so the subdivided mesh won't necessarily pass through the same points of space as the vertices in my control cage. This is because most 3D software packages use an approximation scheme instead of an interpolation scheme to subdivide the mesh. When we want to have sharper corners, the simplest solution is to put vertices closer together since all vertices have equal influence over the shape of the curve. If we want to have a smooth surface, we put our vertices farther apart. Why Quads? The best way to model smooth surfaces is to use quads in a grid formation. Why is this better for subdivision? If we looked at our line example, the spline flows smoothly from vertex to vertex. If we created a 3D grid of quads, two splines will cross each vertex, and since each spline flows from vertex to vertex uninterrupted, the splines continue and our 3D form is smoothed predictably. If we have a vertex with more or less than 4 edges coming out of it, splines end and our mesh may not smooth the way we expect it to. This concept of splines flowing and ending across a 3D surface as a result of subdivision leads us to the study of topology, which is key to creating good 3D models that subdivide well when animated. This includes topics such as what causes smoothing artifacts, basic topology theory, and edge loops.

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        • APPROXYMOTION

          04:16

          from Peter A Vikar / Added

          10.6K Plays / / 8 Comments

          Approxymotion is research project focusing on motion based forming. Its an attempt to apply the logic of digital design into the physical space. Traditionally in architecture forms are transferred from paper/virtual space to building through fixed shaped moulds or as an assembly of many elements. My goal was to set the mould into motion, while maintaining the parametric nature inherited from the digital model. The result is a motion-form that computes between the initial motion input, the built geometry and its material properties. The nested relation (corner cutting) from rough to smoothened layers display the gradient condition from the accuracy of robotic motion control to the averaging behavior of the elastic net. www.petervikar.com

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          • Environments Reel 2012

            01:51

            from jose manuel linares lopez / Added

            10.5K Plays / / 0 Comments

            SubDivision Modeling done with XSI Softimage

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            • Tool Tip - Smooooth Proxy

              06:05

              from JohnSka7 / Added

              10.2K Plays / / 0 Comments

              Lets face it: modeling in polygons is a rough way to make organic objects. In comes the smooth player, smooth proxy objects. Learn how to model with the least amount of detail, but see your model in all of it's quad-faced glory.

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              • Polygon Subdivision Tutorial

                09:38

                from VinhSon Nguyen / Added

                9,977 Plays / / 2 Comments

                More info: http://creativedojo.net/tutorial/polygon-subdivision-cinema-4d/ In this tutorial, we'll explore one of the basic features of Cinema 4D that will help you when modeling or exporting your model for After Effects: Subdivide. We'll go over how Trapcode Form and Plexus render points and how subdividing your polygons can give you more control when working. Special thanks to our friendly sponsors from Squarespace. For a free trial and 10% off, visit http://www.squarespace.com/dojo and use the promo code: dojo1 Website: http://www.creativedojo.net Twitter: http://www.twitter.com/creativedojo Facebook: http://www.facebook.com/creativedojo If you have any questions or feedback, leave them down below in the comments!

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                • Ghatkopar Facade V2

                  01:33

                  from alisa andrasek / Added

                  8,579 Plays / / 2 Comments

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                  • Maxwell Render V3 - Subdivision

                    03:34

                    from Next Limit Technologies / Added

                    The new Subdivision feature allows you to subdivide low-polygon objects into smooth surfaces, by implementing Pixar OpenSubdiv. Because it's subdividing the geometry only at render time - your scene files take up far less space and can be transfered much faster around your network.

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                    • Permaculture Design

                      08:01

                      from Jean-Marc Abela / Added

                      This video was created for David Arnold, a Permaculture Designer in Victoria, Australia. I met David while taking a Permaculture Design course, he was one of our excellent tutors. After the course i stayed with him for a week. I enjoyed working on the farm and learning different applications of the permaculture principles. David asked me to create a short video that would allow him present his work. This is the video we created. You can get in touch with David Arnold here: http://www.youtube.com/watch?v=xOW-RdCFax0

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