Simple Artisan examples collection
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Wow ginchius' models are so convincing! I can imagine just how comfy the sofa is just by looking at the render! Most furniture models looks very static and formal.
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very nice. Not so "simple" but a good example if you are looking "where to begin?" on something this complex.
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Nice little "poor man's voronoi" workflow by Jeff here.
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Good example Cotty
Thera are a few n-gons that I'd get rid of though
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Some furniture examples by Alvis, e.g.
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Not simple, Simply Mind Boggling!
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Nice find, thanks for sharing the link!
(I've added an image as a preview, hope you don't mind)
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Just found this useful reference for subdivision proxies. These aren't Sketchup examples, but a lot of the methods should work well with Artisan and help people understand how to approach fairly common shapes.
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No problem Cotty.
When I get time, I think I'll try and reproduce some of the examples with SU. It would also be great if we could get people to post requests/advice for SU proxies.
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@charly2008 said:
I Need your Help. How do I get this quad faces with artisan. I only get this result (see photo below).
You have an internal face where the hoops meet. Also you need to use "split donut" to split the ngons into quads.
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@olishea said:
You have an internal face where the hoops meet. Also you need to use "split donut" to split the ngons into quads.
Shame you weren't around in December when he needed to know
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And everyone else! His query was answered, but not fully.
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Good lad.
Thought I caught u mapping again.
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Some examples of how loops can affect hard edges in this recess.
Left to right:
Hard edge at base.
Hard edge at wall.
Double hard edge.
No hard edge.
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Some subtle but important differences there Oli
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Cerebral pre modeling!
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@hieru said:
It was certainly a worthwhile exercise as I learnt that n-gons in your proxy can be used to create better topology (see the areas highlighted in red).
Don't you mean lack of n-gons? Those highlighted red are quads.
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Yes you're right - doh! The proxy modelling and end result make much more sense now.
Normally I'd triangulate odd shaped quads in the same way I'd deal with n-gons. Now I know better.
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haha yeah, i was confused for a minute! I couldn't understand how n-gons can make anything better.
It doesn't matter how "odd" the quad looks. If it's a quad it's a quad and will perform well. Sometimes you can't avoid triangles. It's too many poles that frustrate me.
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@olishea said:
It doesn't matter how "odd" the quad looks. If it's a quad it's a quad and will perform well.
Lesson learned
I'll certainly never model proxy circular planes any other way from now on. If this shape is typical, there should be a lot to be learnt from the rest of the examples.
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