odf opened this issue on Oct 27, 2008 ยท 13964 posts
odf posted Sat, 20 August 2022 at 9:07 PM
Or I could create the expression sans wrinkles at the lowest subdivision level, then subdivide and add the wrinkles at the highest. :wink: I can also make the edge loops follow the directions of the intended wrinkles (to some extent) while I'm morphing at the lowest level, which then reduces the higher level work to a bit of pushing and pulling along the normal directions. I don't know that I can achieve great results that way, especially going no higher then sub-d level 2 (I think realistically that's the limit I'd ask users to go up to), but I'd be willing to try.Good luck with that. Antonia's topology isn't much different than LF's in that area. Quad grid. Tough to do unless subdivided quite a bit, which introduces it's own set of peculiarities for expressions. Generally you'd want to create expressions at the lowest subdivision level possible as it's easier to get the muscular sort of pull of adjoining topology when you move a section. If that makes sense. There's more of a sculpted in place rather than free movement sort of thing the higher you go.
-- I'm not mad at you, just Westphalian.