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    • Rich O BrienR 離線
      Rich O Brien Moderator
      最後由 編輯

      Good lad.

      Thought I caught u mapping again.

      Download the free D'oh Book for SketchUp 📖

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      • olisheaO 離線
        olishea
        最後由 編輯

        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 離線
          Hieru
          最後由 編輯

          Some subtle but important differences there Oli 👍

          www.davidhier.co.uk

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          • pilouP 離線
            pilou
            最後由 編輯

            Cerebral pre modeling! 😉

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

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            • olisheaO 離線
              olishea
              最後由 編輯

              @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 離線
                Hieru
                最後由 編輯

                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 離線
                  olishea
                  最後由 編輯

                  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. 😆

                  oli

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                  • HieruH 離線
                    Hieru
                    最後由 編輯

                    @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.

                    www.davidhier.co.uk

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                    • HieruH 離線
                      Hieru
                      最後由 編輯

                      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 離線
                        Hieru
                        最後由 編輯

                        Another example. This time a cylinder with holes.

                        CylinderWithHoles.jpg


                        CylinderWithHoles.skp

                        www.davidhier.co.uk

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                        • olisheaO 離線
                          olishea
                          最後由 編輯

                          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 離線
                            olishea
                            最後由 編輯

                            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 離線
                              Hieru
                              最後由 編輯

                              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 離線
                                Hieru
                                最後由 編輯

                                Insets on a curved surface.

                                CurvedInsets.jpg


                                CurvedInsets.skp

                                www.davidhier.co.uk

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                                • HieruH 離線
                                  Hieru
                                  最後由 編輯

                                  @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 👍

                                  www.davidhier.co.uk

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                                  • HieruH 離線
                                    Hieru
                                    最後由 編輯

                                    @olishea said:

                                    Can you do something about the marked areas?

                                    Is this any better? It generates much neater topology but the poly count goes up.

                                    CylinderWithHoles-V2.jpg


                                    CylinderWithHoles-V2.skp

                                    www.davidhier.co.uk

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                                    • HieruH 離線
                                      Hieru
                                      最後由 編輯

                                      Or how about this? Here I've rebuilt the form using 6-sided openings...much more economical!
                                      CylinderWithHoles-V3.jpg


                                      CylinderWithHoles-V3.skp

                                      www.davidhier.co.uk

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                                      • HieruH 離線
                                        Hieru
                                        最後由 編輯

                                        Two versions of a simple cylinder with a bevelled edge. The second version (bottom) is for situations where you can't get away with a 6-sided shape.
                                        cylinder.jpg


                                        Cylinder.skp

                                        www.davidhier.co.uk

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                                        • Rich O BrienR 離線
                                          Rich O Brien Moderator
                                          最後由 編輯

                                          Too many poles. 3 and 5 sided converging quads.

                                          Download the free D'oh Book for SketchUp 📖

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                                          • HieruH 離線
                                            Hieru
                                            最後由 編輯

                                            Last one for today: joining two pipes of the same diameter.
                                            joiningpipe.jpg
                                            This one is significantly different to the reference as I couldn't figure out how to join the pipes without distorting the bottom pipe and making it non-cylindrical (see circled area).
                                            pipe.jpg


                                            JoiningPipe.skp

                                            www.davidhier.co.uk

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