odf opened this issue on Oct 27, 2008 · 13933 posts
odf posted Mon, 19 January 2009 at 7:13 AM
So, phantom3D has sent me a new version of the rig he's making. It looks amazing, and he says he's making JCMs for it too. So I guess it's time to look at the mesh again and make the seriously final changes before beta testing.
Here's a question for you modelers out there, or more specifically the morphers: how does your favorite program deal with hard edges or, respectively, smoothing groups? I've used them for Antonia at a few special spots because they're economic and more predictable than multiple loops close together. But I've already come across some technical problems. Nothing I can't handle or the normal user would have to notice, but it might make some things a bit more tedious for developers.
So I'm trying to imagine workflows now. I'm not quite sure how the software that people normally use for morphs deals with hard edges, and how much they would actually influence the process. Basically, if your program ignores them, your smooth previews will look wrong, especially if you're working with the low-poly version to make morphs. Also, if you then subdivide to produce a corresponding morph for the high-poly version, it might do weird things if and where it involves the hard edge.
Those hard edges are not all over the place, though, just where hard boundaries are needed: nails to skin, teeth to gums, pupils to irises ... you get the picture.
Any input on this? How's your workflow, which programs do you use, how do they deal with smoothing groups / hard edges (if you know)?
-- I'm not mad at you, just Westphalian.