SubD examples and models
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@hornoxx said:
how did you get the individual limbs so well strung up next to each other?
That's what I meant with my last line about using your choice of Stringer. There are a few to choose from, from memory
Component Stringer by Chris Fulmer
Comp String by Sam D Mitch
Path Copy by Smustardor in this case Copy Along Curve by Anton S.
I rendered another after laying the links down flat to the body.
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Here you go, Unfortunately I can't fully unSUbD it but you get the idea. Each link starts as just a square doughnut that has been twisted with vertex tools.
Why describe when you can do.
Like this,
then distribute with your choice of stringer. -
SUbD is very helpful when basket weaving. A bit of clothworks thrown in for good measure.
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I could use one of those chairs right now...
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end of may and already 32ยฐC - Iยดll take such a chair also Really excellent Box!
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Something a little different. I'd call it Modern Retro with a nod to Spiderman.
It's got that late sixties early seventies molded plastic feel but perhaps made with updated materials and processes.
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Very nice!
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Here's a little silliness for those that wonder about making parts fit together or that everything has to be a soft curve.
The lid fits accurately although it is a separate component and the rubber/plastic seal around the electric cord has defined edges while still being part of the main component.
It is made up of only two parts, the main body including the power cord and the lid.
Although I must admit I haven't created the hinge section, nor have I done the plug as there are so many variations of them around the world. Not many here would be looking for an Australian plug.
I'll add the proxy if anyone wants to do the hinge and their own plug.
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Great!
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Thanks Cotty, Boo
Something to keep in mind, SUbD isn't just about organic modelling.
It's about low poly to high poly. But it can be easily used on medium poly to smooth everything nicely before rendering.
Here you see how something that is fairly blocky, but not low poly can be smoothed out with a quick bit of SUbD. Sometimes you want to render a whole model that is well constructed but not so overdone with segments that you get bogged down, but you'd like to do some close up of parts that may not be as smooth as you would want. Rather than having to redraw them with more segments just for the closeup, if well constructed to begin with, a quick subd to smooth is all you need.
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Enlighting!
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@box said:
Something to keep in mind, SUbD isn't just about organic modelling.
It's about low poly to high poly. But it can be easily used on medium poly to smooth everything nicely before rendering.Good point...
I know that a lot of other 3D modelling applications are utilizing this in a much wider extend...
3dMax have the Turbo Smooth option...
If users import such model into i.e. SU, they look really edgy... -
@frederik said:
3dMax have the Turbo Smooth option...
If users import such model into i.e. SU, they look really edgy...Yeah, might be able to fix some models, but I can imagine there might be problems with triangulation and SUbD.
But throw in a few blades and some hex screws...
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That's extraordinary, Box!!
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Thanks Andrew but it's not that extraordinary really, just the magic of render software with a very simple model.
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smarty pants....
that fan looks a little more work though..?
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Umm, not really.
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It would be nice to see what others are making with SUbD.
Another doodle, inspired by someone asking how to make a pineapple post cap. They only wanted a simple solid shape, but I went over the top as usual.
It's a very simple proxy component, radial array, copy and flip.
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"...but I went over the top as usual..." and as usual you manage to turn the "simplest" thing into a so wonderful complex shape - I love it!
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Work in progress. A knife, maybe a short sword. QFT + VT + SUbD.
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