SubD examples and models
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@box said:
Errm, that would be a white whale. But then you norgies eat whale. So maybe it's a lightly grilled whale.
...I'm off now to pickle a koala for my breakfast.
Got me dead
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Rich, this is just awesome
This is a great vehicle - This tank design look more nice than threatening. Great details - does one chain link(?) consist out of 2 single parts? -
So... when will we see the animated version...?
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"Sick" as the kiddies say. Is that a turret? Do the tubes upfront stretch if it turns?
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This tank looks made for new toy design, shoots soap balloons.
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@cotty said:
Another simple one...
[attachment=0:1su2j5k6]<!-- ia0 -->2pipes.jpg<!-- ia0 -->[/attachment:1su2j5k6]
I have done in the past some similar shapes, to me the best shape to get those T Pipes are the hexagons:
This sample was done in another program, but works exactly the same in SU by using SubD.
Cheers!
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Those are octagons, right?
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@thomthom said:
Those are octagons, right?
Dang! Yeah you're right, in this particular case were used octagons, but in the main shapes when you want to get rounded ones, the hexagon should work good.
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Do you generally feel hexagons works better than octagons or any other ngons?
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@thomthom said:
Do you generally feel hexagons works better than octagons or any other ngons?
When you are working with simple tubes, the hexagon seems to me as the best, this is another sample:
It's a simple hexagon based shape and when you repeat it you can create a texture, as many shown here, the best thing is that you can UV map those very well:
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Lovely example!
Btw, what software is that? Do you know if it uses OpenSubdiv?
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not 100% sure about the exagon being the best starting shape, depending on what i have to do, in most cases, i start from 4,8,12,16 segments.. anything you can split by 4.. there are some cases in wich i use 6, that's fine, but i would not say that's always"the golden rule".. it tends to generate asymmetrical topology distribution/flow/cap, sometimes it's what i need, sometime it's not..
looking at your grid example, in that case exagon is the best way to go, bacause you need to tile your rows "alternate" but in the case of a "stack bond style" tiling, that same base topology could be quite problematic..
so definetly, it depends on the shape/topology you are tryng to achieve.
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Hi Rich, when will be seeing SU_to_wRapr_to_Substance tutorials?
Great modeling. -
@thomthom said:
Lovely example!
Btw, what software is that? Do you know if it uses OpenSubdiv?
Thanks, it is Carrara the which is very compatible with SketchUp, and I don't know about Open SubD??
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@panixia said:
not 100% sure about the exagon being the best starting shape, depending on what i have to do, in most cases, i start from 4,8,12,16 segments.. anything you can split by 4.. there are some cases in wich i use 6, that's fine, but i would not say that's always"the golden rule".. it tends to generate asymmetrical topology distribution/flow/cap, sometimes it's what i need, sometime it's not..
looking at your grid example, in that case exagon is the best way to go, bacause you need to tile your rows "alternate" but in the case of a "stack bond style" tiling, that same base topology could be quite problematic..
so definetly, it depends on the shape/topology you are tryng to achieve.
Yes sure, what I am saying is to build tubes, and as you have seen in the T Pipe tubes the best sample I have done was by using octagons, the main shape recommended to subdivide is the square, mainly known as Quad, it may vary according the model of course.
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@ontaotto said:
Thanks, it is Carrara the which is very compatible with SketchUp, and I don't know about Open SubD??
It's the de-factor subdivision standard that's being adopted. Originally developed by pixar: http://graphics.pixar.com/opensubdiv/docs/intro.html
Next version of SUbD will use OpenSubdiv as the subdivision engine - so it'll subdivide consistently with other applications that implement OpenSubdiv.
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@thomthom said:
@ontaotto said:
Thanks, it is Carrara the which is very compatible with SketchUp, and I don't know about Open SubD??
It's the de-factor subdivision standard that's being adopted. Originally developed by pixar: http://graphics.pixar.com/opensubdiv/docs/intro.html
Next version of SUbD will use OpenSubdiv as the subdivision engine - so it'll subdivide consistently with other applications that implement OpenSubdiv.
Well honestly I have no idea if Carrara does have that, however I have done several tests in this program and the process to subdivide is quite similar to other 3D programs such Maya, Blender and others, I am very excited about the SU plugin you have developed, I did install it a few months ago, I was trying to upload more samples but my trial has been expired, (so sad) Will post some other samples soon.
Regards!
Otto
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