Organic forms
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Artisan Plugin
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@brookefox said:
I think there are some ways of smooving that would help; the selection of faces is the key, but another approach might be to create a profile with which to use follow me, like a half circle, faced and deformed. Make a curve to follow and round the ends.
In that case the surface will be all straight while I need it to go up and down.
@fuzzion said:
Artisan Plugin
[attachment=0:30f2itmh]<!-- ia0 -->SNAKETAIL1.jpg<!-- ia0 -->[/attachment:30f2itmh]
That looks promising. I can create the sides with your method and then I can subdivide the flat part and sculpt it. Think I need to choose a method and perfect it.
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@pluke100 said:
I need it to go up and down.
I don't think you mentioned that. Perhaps I should have guessed.
Curviloft: loft along path.
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@brookefox said:
@pluke100 said:
I need it to go up and down.
I don't think you mentioned that. Perhaps I should have guessed.
Curviloft: loft along path.
Wow thanks! That's a very useful plugin
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Check out the video in the first post: http://forums.sketchucation.com/viewtopic.php?t=34868
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I believe another option would be to use follow me or other tools to get your shape as you want it (constant Z) and then use 'shape bender' to align with a 3d curve. gilles would know.
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TGI3d plugin
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Thanks for all the suggestions guys. I've settled with using Sandbox + the Artisan plugin. They are interchangeable and they allow me to create more organic forms (albeit taking more time). The auto smooth in the Artisan plugin helps cleaning up slightly the edges. Once again thanks to everyone who contributed!
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The horse ain't dead yet and I just want to save you from yourself. I think sandbox and artisan are very likely your finishing tools, but to get the model to finish I must simply insist: make the 3d curve path, create the face which covers the box in the way you want it most typically and then use curviloft along path to make the whole damn thing ready for fine tuning.
No need to agree. Anyone.
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Yes, I agree, that's pretty much my most common workflow for this kind of landscaping.
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@brookefox said:
The horse ain't dead yet and I just want to save you from yourself. I think sandbox and artisan are very likely your finishing tools, but to get the model to finish I must simply insist: make the 3d curve path, create the face which covers the box in the way you want it most typically and then use curviloft along path to make the whole damn thing ready for fine tuning.
No need to agree. Anyone.
How do i get the curviloft with the sandbox grid? I create a sandbox grid and do the profile and path on it then loft? and is there a way where i can flatten some parts to the flat plane if i decide to remove something which i did and didn't like (undo is not possible)?
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@brookefox said:
The horse ain't dead yet and I just want to save you from yourself. I think sandbox and artisan are very likely your finishing tools, but to get the model to finish I must simply insist: make the 3d curve path, create the face which covers the box in the way you want it most typically and then use curviloft along path to make the whole damn thing ready for fine tuning.
No need to agree. Anyone.
Have some pictures, steps, (or video) to go with that, Brooke?
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@pbacot said:
@brookefox said:
The horse ain't dead yet and I just want to save you from yourself. I think sandbox and artisan are very likely your finishing tools, but to get the model to finish I must simply insist: make the 3d curve path, create the face which covers the box in the way you want it most typically and then use curviloft along path to make the whole damn thing ready for fine tuning.
No need to agree. Anyone.
Have some pictures, steps, (or video) to go with that, Brooke?
He already posted it in previous posts
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@pluke100 said:
How do i get the curviloft with the sandbox grid? I create a sandbox grid and do the profile and path on it then loft?
Curviloft will create a sandbox grid as a function of 'skinning' or 'lofting', the grid is simply the edges which define the individual faces. You must turn on display hidden geometry in order to see them.
@pluke100 said:
and is there a way where i can flatten some parts to the flat plane if i decide to remove something which i did and didn't like (undo is not possible)?
Once you have created your basic mound you can use smoove or Artisan (or even simply move edges manually) to deform it locally, either make it flatter or otherwise shape it. Undo should work fine. You can undo incrementally in curviloft as well, with the little orange back arrow, I think.
Let us know if you want more examples and/or post what you come up with.
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So I had a change of plan and I'm going to create a sort of a small scale golf course. What's the best way to raise up and lower the sand beds?
Ideally I want a whole mesh so I can fine tune it how I want in the end. I guess for the sand beds it would be better to make geometry lines and use from contours, but i guess that will result in a separate mesh right?
Something like the result i want.
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