Struggling with Artisan
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@krisidious said:
I think you'd need to show us examples of what you're wanting and what you're getting. namely what you're doing to get what you don't want as well...
+1
I'd be happy to help out if I could see some example images or models.
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Modeling with subdivision is a special sport!
Because you must imagine the final sculpt from a rough rustic form!
And difficulties are on the frontieres!( must be a quadrangle, a triangle, a double one (Offset) etc...by Nomeradona
By Solo
traits = lines
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@baz said:
Yes, as Pilou says you have to get your head around a different way of thinking.
I don't have much call for it but find it fascinating.
The best resource, IMHO, is here at cotty's thread...http://sketchucation.com/forums/viewtopic.php?f=335%26amp;t=42938Work your way thru that and try to reproduce the examples yourself.
Skip thru to the simple ones which also have the progression illustrated, even I can get it .
BazI'll work my way through these examples first and then try the ones from Cotty.
I'm certain the first set will turn out fine as the simpler shapes have not been a problem. It's the more complex ones that aren't turning out right.
I haven't saved any for the simple reason of they did not turn out right. I'll save the (possible) failed examples this time and post them here.
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And you should always make a copy of your proxy geometry so that you can try Artisan without loosing the original proxy...
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@cotty said:
And you should always make a copy of your proxy geometry so that you can try Artisan without loosing the original proxy...
Excellent suggestion! Will do that. Thanks.
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Box modeling first. You know, all the push pull stuff.
However, try to keep topology into quads (avoiding too many Ngons).
This is helpful.
Then, enter artisan.
BTW, my avatar image is still an artisan result. -
@michaliszissiou said:
Box modeling first. You know, all the push pull stuff.
However, try to keep topology into quads (avoiding too many Ngons).
This is helpful.
Then, enter artisan.
BTW, my avatar image is still an artisan result.Thanks! I had heard quads was also one of the keys to a successful result but I had forgotten.
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I had to look up 'Ngons'
Good explanation here...
http://blog.digitaltutors.com/ngons-triangles-bad/ -
just like you, i struggled a lot.Depending on what youre modeling , but as much as possible, "Keep the quads" or at least the tris but never ngons.Cotty's simple objects and Alvis' tutorials and samples on making upholstered furniture did help me a lot. You'll find it a pleasure once you get the hang of it.. and as Cotty said... Do keep copies of your proxies on the side every stage possible..
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Don't use proxies, work directly with the geometry. Create your shape, then subdivide it, look at it then Undo and retouch it, then subdivide until you are happy with the result. If you are afraid of bugsplats, just copy the not subdivided geometry nearby once in a while.
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