Simple Artisan examples collection
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David and Oli, fascinating as this is, I think you might be going a bit off-topic, as in "Simple Artisan examples".
If this were to be hived off to a separate thread, you would find many lurkers and contributors I reckon, but I find it a bit complicated for my poor brain.What about a new thread called... "Extremely bloody complicated Artisan examples with lots of esoteric technical terms"
Sorry
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@hieru said:
Presumably that makes it difficult for UV mapping?
It can when you try to relax the UVs around poles because the quads are unable to form square shapes.
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@baz said:
David and Oli, fascinating as this is, I think you might be going a bit off-topic, as in "Simple Artisan examples".
How can you get more simple than cylinders and pipes?
Unfortunately you have to use some jargon. I hate it too.
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Should I delete "Simple" in the topic headline?
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@olishea said:
@baz said:
David and Oli, fascinating as this is, I think you might be going a bit off-topic, as in "Simple Artisan examples".
How can you get more simple than cylinders and pipes?
Unfortunately you have to use some jargon. I hate it too.
Point taken, perhaps a link or info on some jargon busting, Geometry for Artison 101?.
For example 'N-gons'??? -
polygon or tri-gon = triangle
quad = 4 sided polygon
n-gon = more than 4 sided polygon (replace n with the numbers of sides) -
Into to subdivision modelling and associated jargon:
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@cotty said:
Should I delete "Simple" in the topic headline?
No, because these are still relatively simple. I think it was just the jargon that was getting out of control.
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anyone is free to ask what's being said.
it is something worth learning.
we have a preliminary wiki in dev if you are interested in porting this thread to that at some point.
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Maybe some of my examples are more 'intermediate' - part way between basic primitives and complex objects like soft furnishings or vehicles?
I don't want to bloat the thread, so perhaps I should start a new topic just for the examples I've been reinterpreting for SU?
In the mean time, here's a faceted hexagonal form that blends into a cylinder (sort of like a screwdriver handle).
I would have liked to have achieved this with quads only, but I couldn't figure out a solution.
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Maybe this can help you
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@olishea said:
Into to subdivision modelling and associated jargon:
Thanks Oli, that's a great article, a must read I'd say. The 2 videos are very good too.
I've just reread the 'esoteric' posts, and to my surprise I now have a glimmer of understanding.
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@unknownuser said:
Maybe this can help you
Can you see the images on that thread? Most of them are missing for me, even when I'm logged in.
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@unknownuser said:
Can you see the images on that thread? Most of them are missing for me, even when I'm logged in.
I see all images without to be logged!
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@baz said:
I've just reread the 'esoteric' posts, and to my surprise I now have a glimmer of understanding.
Great news Baz. It wasn't intended to be esoteric. It's just difficult to explain things without using some sort of field-specific language.
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@unknownuser said:
I see all images without to be logged!
I've tried with IE, Firefox, Safari and Chrome and get the same result. A few images show up, but the key ones are missing. I suppose it must be because the thread is so old and the missing images must have been hosted outside the forum.
I'll have a look around elsewhere and see if I can come up with a solution. Thanks for the link though
It's a pity there isn't an option with vertex tools that would only allow you to move geometry to positions where it won't triangulate.....a sort of lock-quads feature (if that makes sense?).
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I'm just throwing this out there but you are aware that vertex tools does respect QuadFace convention?
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@Hieru!
I see what you mean! Sorry!Here there are all images but it's in French!
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to view that page use waybackmachine july 2012
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