SubD examples and models
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Nice!!
I thought I was talking jibber jabber but you catch my drift!
Can't you already do something similar with Maxwell? It renders a subdivided version of your control mesh? I'm not maxwell user so unsure. Also needs to be realtime, simple shader.
If you could switch between SU viewport and a SubD render overlay that would be better.....kinda like Thea where you can see the render in the viewport. If you could press a hotkey and the screen changes to the subdivided render that would be a total game changer for SU.
Even if it was a preview window I would be happy to be fair.
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@olishea said:
Can't you already do something similar with Maxwell?
Yea I wonder if I saw a YouTube video on that. Though I'm not a Maxwell user...
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@thomthom said:
- A preview window on the side.
- Make the background of that preview window transparent and overlay it the SU viewport. (not sure how well that'll work since it'd be a separate 3d spacxe on top of SU's view...)
Please, no separate window!
@olishea said:
Can't you already do something similar with Maxwell? It renders a subdivided version of your control mesh? I'm not maxwell user so unsure. Also needs to be realtime, simple shader.
Yes, Maxwell has render time subdivision. It's not a shader, it's a modifier, that produces real subdivision geometry.
http://support.nextlimit.com/display/mxdocsv3/Pixar+OpenSubdiv -
@numerobis said:
Please, no separate window!
Not much way around that - since the SU API doesn't give access to the pipe-line. It'd off course be optional to use it.
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Not quite sure where to post this but, since I'll be applying SubD on it, I'll ask here: any ideas how to fix the topology of the red section in this model?
Benz+190+Evo.skp -
Maybe add another loop.
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My biggest concern is the rear glass' frame - the corner looks a bit weird when I subdivide it because the ring from there goes along the roof all the way to the front instead of connecting somehow to the door's corner or something. I mean, I'm trying to solve the way I did on the corresponding front section(A-pillar?)
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Fixed! I color-coded the problematic section again so I can better explain what was running through my head: I'm looking at the whole front-to-back edge as a group of rings that go along through the whole car. The issues shown on the "before" picture caused the corners between the roof and the C-pillar to kind of flick open. Now that I rearranged those rings and added a little extrusion to all contours, the problem's gone
Before:
After:
Smooth:
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@alsomar said:
and after a little bit of Thea and Photoshop, this is the result:
Very clean high poly modeling!
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Images doesn't seem to load on my end. (IMO it's better to upload to the forum instead of hot-linking.)
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It's Spanish and I don't see the images too.
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I found this subdivision tips
http://blog.whiteblaizer.com/2009/03/subdivision-tips-hard-surface-modelling-iv/not sure of the language - might be Italian.
here is the index page
http://blog.whiteblaizer.com/tutorials/Hope it helps.
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@cotty said:
It's Spanish and I don't see the images too.
images changed to uploads rather than linked
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[edg3d:1evudelo]gV91M4RhOcwv4Fz[/edg3d:1evudelo]
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@garydorn said:
I found this subdivision tips
http://blog.whiteblaizer.com/2009/03/subdivision-tips-hard-surface-modelling-iv/not sure of the language - might be Italian.
here is the index page
http://blog.whiteblaizer.com/tutorials/Nice! That looks to be similar to the challenge HornOxx and I was looking into earlier:
http://sketchucation.com/forums/viewtopic.php?f=397%26amp;t=63826%26amp;start=300#p588912
http://sketchucation.com/forums/viewtopic.php?f=397%26amp;t=63826%26amp;start=330#p588916 -
o.k I know it's not a car or godzilla, just started messing about with SubD last night. trying to wrap my brain around a new way of doing things. here's a mod style chip & dip bowl for your next party. copied my steps for the pic.
plain cup in front pretty much native SU tools
far left, base shape of bowl , pretty much Vertex tools
middle bowl , shaped wavy edge , all Vertex
far right , SubD , copied and scaled down for the dip.
I think I really like this, don't think I could have got these shape without Vertex & SubD , thanks thomthom..
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@tuna1957 said:
I think I really like this, don't think I could have got these shape without Vertex & SubD , thanks thomthom..
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@rich o brien said:
[edg3d:2tjo9rm3]gV91M4RhOcwv4Fz[/edg3d:2tjo9rm3]
[attachment=0:2tjo9rm3]<!-- ia0 -->female-base-head.skp<!-- ia0 -->[/attachment:2tjo9rm3]
http://www.youtube.com/watch?v=qn91w6B4gEY
So just when I managed to stop checking to see if there were any updates in the UnWrap thread, you post one here... Pretty sneaky... Pretty sneaky.
Damn it, I built a time machine just so I wouldn't have to wait for this to be released... But either it doesn't work and I keep falling asleep in it or it only moves me forward in 8 hour increments. Stupid lousy impatience.
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@box said:
@jo-ke said:
@rv1974 said:
Box how do you work with symmetrical geometry? Do you temporaly make mirrored low poly components or make all editing twice (from both sides simultaneously)?
This is exactely the same question that I asked myself
Simple answer is 'all of the above'.
Depends what I am doing and what shape I am heading for.
Sometimes I select both sides as you get a better view when it all moves together,
Sometimes I only work with half an object then just mirror it.
Sometimes when working with a complete structure I'll work both sides simultaneously then gradually make them different.
Quite often I will split a model in half and delete the bad side and replace it with the good.
So I'd have to say I have no fixed method and I often do the same things differently the next time.
It's worth mentioning that QFT and VT tools make it very easy to select and manipulate both sides at the same time.Hi. I can answer that too, having worked for 4 years on the same complex model that started off making a human head (after watching Rich O'Brien's video), but more complex because it was a human head, using Thom Thom's Vertex Tools primarily and some Quadface Tools. That, of course, I did 1/2 of it, then flipped it, but on top of that part began to model many other sections, some of which are able to be copied and flipped, two other sections contribute to the entire width.
So, I too, have certain sections that are "grouped" half-way and the only time I grab a part from the other side (which literally exists in case I mess something up) and put it back in to the right side.
Then there are other parts that are grouped together that form the entire width of the project. So, it all depends.
But, I will say this, there are a few places where there are SubD parts that will "echo" on the other half what they will do on the one half. In those cases, I will model the half of the SubD, and then "flip" or in this case "mirror" it (using TIG's tool) and "hide" the piece down the center.
Except for one tiny part that is a box, there is nothing about my model that is square. I did go to college in architecture, but my college had a fundamental philosophy about not training their students in CAD. So, I got to the point of "oh no, what am I going to do?" to finding out that Thom Thom had come out with SubD Tools. Yes, all my problems will be solved! Especially since I found out half of my model won't do push/pull, and that's a big part of doing the final decorating. There are other parts that I can do easily now that I can use SubD Tools. I've been watching everything I can on youtube concerning SubD and going over parts of Quadface tools. So, I want to say thank you to Thom Thom publicly. If it weren't for you, I wouldn't be able to complete my project. God bless! And, I want to point out that for those of you who are not experts on quads (or Quadface Tools) there is a 40:57 video on [http://www.youtube.com/watch?v=-VvLj7UeXgY](http://www.youtube.com/watch?v=-VvLj7UeXgY) entitled "Thomthom shows Subd plugin and talks about quads". Also, this is for people who may not have heard of Vertex Tools or Quadface Tools, but there are both groups of youtube videos on those.
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