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    Simple Artisan examples collection

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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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                                          • HieruH 離線
                                            Hieru
                                            最後由 編輯

                                            @rich o brien said:

                                            Too many poles. 3 and 5 sided converging quads.

                                            Presumably that makes it difficult for UV mapping?

                                            Edit: I was obviously over-thinking things again...
                                            cylinder-2.jpg

                                            www.davidhier.co.uk

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