Simple Artisan examples collection
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If by the proxy you mean the rough before subdivide and smooth, No, fraid not, I'm far too casual to keep that. If I don't like something I start again or go back. Once it's working I move ahead so all I have is the model.
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it's ok. i just wanted to have a doodle....
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@box said:
I'm not quite sure which artifacts you mean
i mean the subdivision artifacts between the legs and the base wich usually can be simply avoided doing exactly what rich did with those control loops..
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@panixia said:
i mean the subdivision artifacts between the legs and the base wich usually can be simply avoided doing exactly what rich did with those control loops..
He did this intentionally...
@box said:
I deliberately wanted to create the stretch you get when you pull hot glass
I think he reached a realistic effect in this special case.
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Thanks Cotty, Yes, I'm fully aware of how to make the faces flat or regular. That's not what I wanted, so they aren't Artifacts they are design decisions.
Look at the shape you get when you pull a spoon out of thick honey, it's a fluid solid and behaves in a very particular way. The surface tension isn't uniform so you get stretching. -
@rich o brien said:
it's ok. i just wanted to have a doodle....
[attachment=1:jgvor0yd]<!-- ia1 -->thing2.png<!-- ia1 -->[/attachment:jgvor0yd]
[attachment=0:jgvor0yd]<!-- ia0 -->thing.png<!-- ia0 -->[/attachment:jgvor0yd]
Blender?
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Ultra nice!
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@box said:
Thanks Cotty, Yes, I'm fully aware of how to make the faces flat or regular. That's not what I wanted, so they aren't Artifacts they are design decisions.
Look at the shape you get when you pull a spoon out of thick honey, it's a fluid solid and behaves in a very particular way. The surface tension isn't uniform so you get stretching.ok if it's intentional and you are happy with thw result that's fine
i was only pointing it in case you did'nt know of the control loops stuff, when you know what you are doing, "rules" can be broke here and there -
@panixia said:
i was only pointing it in case you did'nt know of the control loops stuff, when you know what you are doing, "rules" can be broke here and there
Makes sense to me.
Molten glass has a much greater surface tension than something like honey, so whilst you will get deformation when pulling away gathers of glass, flat surfaces will tend to remain pretty even.
If I was modelling this I would add control loops and then move their position to allow for varying degrees of deformation/stretch.
I'd forget about actually making it in glass as it would be an absolute nightmare. Pulling multiple gathers off the plate whilst maintaining it's shape is one thing, but then adding in a pre-blown centre piece and twisting the gathers before everything collapses is insane....and then you'll have to keep everything in place whilst reheating the plate so that it will form-fit with the wood.....aaaarghhhh!!!!
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Obviously my 35 years of working with molten glass are meaningless.
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@box said:
Obviously my 35 years of working with molten glass are meaningless.
Pretty sure I didn't say that or give cause for you to take offence.
If you aren't bothered about the topology and the model/render works for your purposes, then you've done a good job. I was just offering some friendly advice on how you could improve the model next time around.
And just because I can see the difficulty in making the design in reality, it doesn't follow that I think you don't know what you are doing and you are not up to doing the job.
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I must have a better look at Blender when I have time.
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quadface/vertextools training.. work in progress..
any good reference for ear topology? -
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Ah...thanks Oli, I woz a bit sarcastic, as in simple aritsan examples. Go for it tho, its educational
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thanks oli.. ill'try
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that looks cool rich (and rather complex too)
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