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    Simple Artisan examples collection

    Scheduled Pinned Locked Moved Organic Modelling
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    • HieruH Offline
      Hieru
      last edited by

      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.

      Link Preview Image
      Hard Surface Topology Reference Archive

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      hieru_18.png

      www.davidhier.co.uk

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      • HieruH Offline
        Hieru
        last edited by

        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.

        www.davidhier.co.uk

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        • olisheaO Offline
          olishea
          last edited by

          @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.

          oli

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          • Rich O BrienR Offline
            Rich O Brien Moderator
            last edited by

            @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 πŸ˜•

            Download the free D'oh Book for SketchUp πŸ“–

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            • olisheaO Offline
              olishea
              last edited by

              And everyone else! πŸ˜„ His query was answered, but not fully. πŸ˜›

              oli

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              • Rich O BrienR Offline
                Rich O Brien Moderator
                last edited by

                Good lad.

                Thought I caught u mapping again.

                Download the free D'oh Book for SketchUp πŸ“–

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                • olisheaO Offline
                  olishea
                  last edited by

                  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.


                  proxy_examples.jpg

                  oli

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                  • HieruH Offline
                    Hieru
                    last edited by

                    Some subtle but important differences there Oli πŸ‘

                    www.davidhier.co.uk

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                    • pilouP Offline
                      pilou
                      last edited by

                      Cerebral pre modeling! πŸ˜‰

                      Frenchy Pilou
                      Is beautiful that please without concept!
                      My Little site :)

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                      • olisheaO Offline
                        olishea
                        last edited by

                        @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.

                        oli

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                        • HieruH Offline
                          Hieru
                          last edited by

                          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.

                          www.davidhier.co.uk

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                          • olisheaO Offline
                            olishea
                            last edited by

                            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. πŸ˜†

                            oli

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                            • HieruH Offline
                              Hieru
                              last edited by

                              @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 πŸ˜‰

                              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.

                              www.davidhier.co.uk

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                              • HieruH Offline
                                Hieru
                                last edited by

                                Had some time to tackle one of the shapes from the topology reference guide. I've changed some of the modelling to make it easier/faster to achieve in Sketchup.

                                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).

                                bolthead.jpg

                                Edit: The red areas are quads rather than n-gons. They are however still very important when it comes to creating better topology.


                                BoltHeadPrimitive.skp

                                www.davidhier.co.uk

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                                • HieruH Offline
                                  Hieru
                                  last edited by

                                  Another example. This time a cylinder with holes.

                                  CylinderWithHoles.jpg


                                  CylinderWithHoles.skp

                                  www.davidhier.co.uk

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                                  • olisheaO Offline
                                    olishea
                                    last edited by

                                    Very nice work.

                                    Just a quick note: Try using circles with 6 edges instead of 8. When you intersect a 6 sided circle in half with a line you get two halves of quads, if that makes sense. It doesn't really matter for this model, it's just something I should point out. You would end up with less poly too. The starting circle really determines how successful the subdivision is going to be; if you've tried using a strange amount of edges it becomes difficult to keep quads and the model becomes frustrating.


                                    Screen Shot 2014-06-15 at 15.44.25.png

                                    oli

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                                    • olisheaO Offline
                                      olishea
                                      last edited by

                                      Can you do something about the marked areas? Looks a bit strange to me having those stray edges, even though it does form a quad. The large triangles could possibly be avoided too, don't have time to look though.


                                      CylinderWithHoles1.jpg

                                      oli

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                                      • HieruH Offline
                                        Hieru
                                        last edited by

                                        I was simply copying one of the provided examples, but I'll see if there is a better way of doing it.

                                        www.davidhier.co.uk

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                                        • HieruH Offline
                                          Hieru
                                          last edited by

                                          Insets on a curved surface.

                                          CurvedInsets.jpg


                                          CurvedInsets.skp

                                          www.davidhier.co.uk

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                                          • HieruH Offline
                                            Hieru
                                            last edited by

                                            @olishea said:

                                            Try using circles with 6 edges instead of 8. When you intersect a 6 sided circle in half with a line you get two halves of quads, if that makes sense.

                                            Good point....that's a great tip πŸ‘

                                            www.davidhier.co.uk

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