This event is part of the January 2018 Class, "Getting Started with 3D Modeling & Blender".
Second week of the class: Enter the world of mesh modeling! This is the oldest form of building objects in 3D, in the computer. The discussing/demo today revolves around the technical art of “pushing and pulling verts”, as modelers lovingly called it.
We're piggy-backing off the Mesh Modeling Fundamentals course here, where practice makes perfect. So we’ll be mesh-modeling an object or two to demonstrate tools and workflow available with Blender. It’s ideal if you practice along with me!
he meant creasing...
...but it won't limit the subdiv modifier to specific areas....
eeclipse smooth shading on vertices and edge doesn't realy show as it currently affect surface shading wich is made of faces.
But it allows you to have part of your object to have a smooth look and other faceted
This weeks exercise says "take a screenshot of your shaded model + wireframe-over shaded." Could you show how to do that?
2d project is camera based and will move al vertices in the target of your moving area
You can also Hide a part of the mesh if you don't want the proportional edit to affect it
In edit mode, under the shading tool tab, you can smooth by vertex, edge or face individually. How does that differ from just setting the object to smooth shading? Can you use that to set hard edges with a subsurf, for example?
oh i see! yes that interests me as well :)
->Sinay, thank you, yes. I was thinking along a more fluid and complex path, such as a curve.
unless you mean along a bezier curve or path