Of course, I also could not ignore this topic. At first, frankly speaking, the Mesh Fill Tool seemed quite moody and inconvenient. But if you follow certain rules, the result can exceed the most ambitious expectations. Basically, pretty soon I familiarized myself with the topic and has now decided to share some of my observations. Maybe even for some beginners (and not only beginners) it will come in handy.
As an example, I took one of my artworks (at the time of creation it was only the third one of its kind, created using this technique)
Ways to create gradient meshes. Part 1
Gradient meshes can be obtained in two ways:a) convert the mesh into an existing object;
b) create a gradient mesh of the desired shape, based on a simple geometric figure, which was converted into a mesh with the correct number of cells. Since the cells always have rectangular shape, the easiest way is to use a rectangle.
First, let us take a look at the first option. To do this, try to convert the right hand of the Flight attendant into a gradient mesh. Take the Mesh Fill Tool (M). Set on the Property bar the amount of rows and columns equal 4 and using the cursor click on the contour of the hand.
By the way, if you rotate the asymmetric objects with the pointer, the center of rotation of the object will be shifted along with the center of the coordinates of the object. This leads to the fact that with the subsequent rotation to the starting position the object will not return to its original place. To avoid this, set the center of the transformation before turning the object. To do this, either double-click to select an object and move the center of rotation to a new position (which is then stored for subsequent turns), or use the Transformation docker (Alt + F8). In this case, select the object, turn off the Relative Center option, then set the angle of rotation and click the Apply button. As a result, the center of rotation of the object is also fixed at one position.
At the next stage, it makes sense to simplify the mesh by removing unnecessary points. These usually include additional nodes, which in contrast to the primary nodes do not form lines crossing, and usually are not very important - they cannot be filled with the color and get in the way while editing mesh geometry. As an exception, additional nodes located on the external lines of the mesh. They define the shape of the object and therefore their removal is not always advisable. The nodes located on the outer lines of angular cells form their integral part (since each cell must contain 4 corners) and therefore cannot be deleted. They can also be colored.
All the intersections created by the program are corner. For convenience, usually you can immediately convert them into smooth. This is done in the usual way for Bezier curves.
Working with color
While familiarizing with the methods of applying color on the gradient meshes, I did not discover any peculiarities. The colors can be applied to single nodes as well as to the entire cells. Color samples can be taken either with the help of an eyedropper (in the Sample Color mode) from the original image (if there is one) or from the preset custom palettes, or getting it by mixing the components in the Color docker. Color assignment to the selected items is done in a common to all the other objects method. The procedure depends on the complexity of the mesh. If the amount of cells in it is relatively small, you can first build the mesh completely and then proceed to its coloring. If there are a lot of color transitions, it is much easier to outline the general shape of the mesh first and then assign the colors to its key nodes, and then paint the other nodes and cells in the process of adding them. The general rule is, the simpler grid is, the better. It is not necessary to create additional nodes where the setting of lines curvature using the controls of already existing nodes will do. During the editing process make sure that lines do not overlap and there are no sharp kinks.Ways to create gradient meshes. Part 2
Now let’s take a look at more complicated example of building the mesh. To do this, let’s try to convert to mesh a fairly complex object such as lips of the Flight Attendant. Mesh obtained through automatic conversion, looks inconvenient for further editing. Rotating an object in this case does not give the desired effect.Combining gradient meshes
For all its versatility gradient meshes have a number of limitations. For example the maximum size of the mesh is 50x50 cells. Key anchor nodes, as opposed to vertices in the three-dimensional modeling programs, can connect a fixed amount of lines – either 3 (for nodes lying on the external edges of the mesh) or 4 (for the rest). Nodes cannot be arbitrarily split, merged, etc. However, when creating realistic illustrations sometimes it is necessary to design complex surfaces with variable level of detail. Such as a human face, where there are relatively flat areas (cheeks and forehead) located next to relief (eye sockets, eyelids, nose, ears). Gradient meshes are suitable for such tasks in the best way possible. Just not everywhere their use is equally convenient. Technically, nothing prevents from split any area on any amount of cells. But the problem lies in the fact that there are a lot of added new lines, which because of overall linearity of its structure are spread across all the entire area (including, even where they are the least needed). This eventually leads to excessive complexity of the grid and makes it bad-managed. The goal to portray the face by using a single gradient mesh itself looks attractive, but does not always work. In this work I have tried another method, which can be called "modeling with fragments." In contrast, for example, to 3ds max here cannot be combined into one unit, but their direct task of creating mesh areas with different structures, is done very well. While working on a portrait, I decided to divide the head of the flight attendant into 6 pieces, each of them should contain only the necessary amount of cells if possible. I would not say that everything was exactly as it was expected to be, but the overall results of the experiment were found to be satisfactory.
Source : / vectorboom/
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