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Description
Not a work of art, but a milestone of a sort. For some time I've wondered why the loop-cut-and-slide operator worked in a hit-or-miss manner. It's simple -- it applies only to quads, i.e. quadrilateral faces. At this point that appears to be reason enough to take pains to build my blocky forms out of quads. No doubt some manual or tutorial I've looked at points that out, but I missed it. If I ever get around to writing my own book I'll say that up front in bold type.
The real value of the work up to this point has been to build something like engineering "intuition" for the modelling process. It just feels increasingly easy and controllable. I "just know" what to do.
The real value of the work up to this point has been to build something like engineering "intuition" for the modelling process. It just feels increasingly easy and controllable. I "just know" what to do.
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© 2013 - 2024 golem1
Comments2
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This is pretty standard for any modeling application. An edge loop, by definition in 3D graphics, would be a loop of edges that follow the middle edge of every four-way junction (ie., quads). If it encounters another type of junction, like a 3-way (triangle), or 5-way (ngon), it will terminate. This is useful for allowing you more control over edge flow, for organic surfaces, like a face or what you you have modeled here.