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Hiraghm
02-08-2003, 12:40 PM
Yesterday I was looking at Userdelta's Spinshift tutorial, and finally came to the conclusion that I don't really get spin quads. I know what its effect is, but I can't seem to understand why, when or how to apply it. For example, I'll see someone pick a couple quads, spin them, and yes, the resulting subd mesh looks better. But I can't seem to understand which quads need to be spun, or how to tell when the spin is the right one. What happens if you select two un-connected quads and spin them? Does each quad spin, or do they spin around some centerpoint between them?

Does anyone know of any tutorials that show you when to use quads (how to recognize a structure that needs them spun,) and how to avoid needing to spin quads? I really feel dumb having to ask about this, but I'd rather feel dumb than be dumb.

ToonShady
02-08-2003, 01:01 PM
If you don't get spinquad, don't use it. there's many ways to model poly/subd in lw. Some people like to do poly by poly to layout the flow first and then build the form later. If that's the approach you like, then use that one.

I, for one, had use spin quad quite a bit in my modelling, and i found it great to create certain transition in the flow of the geometry and keep the poly count down and up the details. I still don't know exactly everytime when and where I should do spinquad, but there's multiple undos in modeler, enough that I don't have to worrry about it. If I am un-sure, just make a copy and throw that into another layer for safety.

The way I look at my modelling approach is to build the form with polys/subd and use spinquad as a flow corrector.

WilliamVaughan
02-08-2003, 02:50 PM
Userdelta's tutoprial is a perfect example of why to use it.....it shows what happens to the geometry when you use it....it changes the flow and makes the mesh cleaner in areas...

Skonk
02-08-2003, 05:14 PM
I find it most usefull when u have an unwanted crease in your model thats happened due to 5 edges going it to 1 point, often spinning the 5 polys will create a better join.
There are many uses though for it but i usually forget all about it :)

Like proton said Userdelta's tute is a perfect example of where and when to use it.

James..

riki
02-08-2003, 07:20 PM
I think the idea is to use the tool where you think it's necessary to control the flow of polys. You might not know at first which Quads to spin but once you start to use it more, it should start to become more obvious. I gave some examples on this page which might help.

http://www.suture.net/tutorials/modeling/page05.htm

SplineGod
02-09-2003, 12:28 AM
Originally posted by Hiraghm
Yesterday I was looking at Userdelta's Spinshift tutorial, and finally came to the conclusion that I don't really get spin quads. I know what its effect is, but I can't seem to understand why, when or how to apply it. For example, I'll see someone pick a couple quads, spin them, and yes, the resulting subd mesh looks better. But I can't seem to understand which quads need to be spun, or how to tell when the spin is the right one. What happens if you select two un-connected quads and spin them? Does each quad spin, or do they spin around some centerpoint between them?

Does anyone know of any tutorials that show you when to use quads (how to recognize a structure that needs them spun,) and how to avoid needing to spin quads? I really feel dumb having to ask about this, but I'd rather feel dumb than be dumb.
I use spin quads to get the edges to flow in a way that mimics the natural flow of the real thing. These edges are typically referred to as edge loops. You can get edge loops in many ways but using spin quads is a very easy way to do this. The way you learn to know when and where to use spin quads is to understand how muscle, bone, sinew and so forth connect together under the skin. The skin wll flow along with this since its laid over that stuff. Wrinkles will typically be created around these structures and near joints and such. Having some reference or some knowlege or anatomy will help. Heres an example:

Hiraghm
02-09-2003, 07:14 PM
Thanks, guys. I'll play with them some more and try to emulate what y'all are showing me. I'm looking at that tutorial now, and also kind of see what Splinegod is pointing out in his pics. I think maybe part of my problem is that I tend to "look at" the points, and not the polygons, and not seeing the forest for the trees.

Skonk
02-09-2003, 07:53 PM
U want to look at the bit between the points and the polygons too:) look at where the edges of the polygons go into the points where u sometimes get unsightly creases, spinning these areas can improve it, tho it can also make it look a million times worse hehe. But as Larry said, u want to use it to get your edgle loops running smoothly so if u look closely at your models u should be able to see the areas where your loops arn't right, cos like and edge loop should be as the name suggest, a loop :) but i find that a point with 5 joining edges is usually the source of a bad edge loop.

James..

SplineGod
02-09-2003, 08:01 PM
Originally posted by Hiraghm
Thanks, guys. I'll play with them some more and try to emulate what y'all are showing me. I'm looking at that tutorial now, and also kind of see what Splinegod is pointing out in his pics. I think maybe part of my problem is that I tend to "look at" the points, and not the polygons, and not seeing the forest for the trees.
Youre close. Its the edges that I look at. Edges and polys are made up of points. Its just easier for me to look at edges or polys. ;)

Skonk
02-09-2003, 08:03 PM
Just thought id add, u always end up with some points with 5 edges going into it, u cant really get away from it, but its where they are that makes the difference.

James..