[WIP] '69 Dodge Charger
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The cold caught up with the and I'm home sick today. No working today either. Though I had to play around for a couple of minutes with the sub-divisions:
When you subdivide it should also be possible to transfer UV mapping. Which would be another cool thing.
But I digress - need to get back to modelling this car.
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@thomthom said:
The cold caught up with the and I'm home sick today.
hope it passes quickly!
@unknownuser said:But I digress - need to get back to modelling this car.
But think of all the cars (to say the least) the rest of us can model if this makes it out of your lab
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[off:3dee1n0w]
@thomthom said:The cold caught up with the and I'm home sick today. No working today either. Though I had to play around for a couple of minutes with the sub-divisions:
[attachment=0:3dee1n0w]<!-- ia0 -->ColouredCube-Results01.png<!-- ia0 -->[/attachment:3dee1n0w]When you subdivide it should also be possible to transfer UV mapping. Which would be another cool thing.
But I digress - need to get back to modelling this car.
I DL'd and I've been trying out a Catmull-Clark tool but it does not give such good results with or without quads. Sry but I can't figure out what ruby it is as it is not named clearly and doesnt show in any search of text.[/off:3dee1n0w] -
@pbacot said:
Sry but I can't figure out what ruby it is as it is not named clearly and doesnt show in any search of text.
What I used to produce what you see in my previous screenshots? It's not part of any plugin released. At the moment it's just an experimental code snippet I cobbled together the other day. Until today I activated it with the console.
I just got taken astray from my modelling when I wanted to see how well the mesh subdivided. This car project was suppose to be an exploration of what new features to add to Vertex Tools - but now I'm not sure what I've stumbled over. ...but I'm excited... -
wow that script you made look promising
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It IS exciting. Looks great.
Well that was one C-C routine that I found somewhere. I'll send it to you for comparison if you like--and I can figure out which it is.
[Edit: Ah it's this one http://www.smustard.com/script/Subdivide]
Since you were looking for ideas, and IF I can make a humble, and perhaps unreasonable, suggestion: Your car experiment brings to mind the idea--what if vertex tools could be made to work on one side of a locked plane or set of edges so you can freely work on a half model.
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@pbacot said:
Since you were looking for ideas, and IF I can make a humble, and perhaps unreasonable, suggestion: Your car experiment brings to mind the idea--what if vertex tools could be made to work on one side of a locked plane or set of edges so you can freely work on a half model.
You mean like for mirroring a mesh? For that I just use components. (Or maybe I didn't understand the request... )
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yes that's what I mean but if you want to use the gizmo wouldn't it be good to lock the mirror plane edge so that soft selection doesn't mess it up?
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@pbacot said:
yes that's what I mean but if you want to use the gizmo wouldn't it be good to lock the mirror plane edge so that soft selection doesn't mess it up?
Yes, that is a good point. I have on my list of features I'd like to see a "Lock Vertices" feature. Also a Soft Selection by connected edges feature to avoid the soft selecting leaping over disconnected geometry.
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@thomthom said:
@pbacot said:
Since you were looking for ideas, and IF I can make a humble, and perhaps unreasonable, suggestion: Your car experiment brings to mind the idea--what if vertex tools could be made to work on one side of a locked plane or set of edges so you can freely work on a half model.
You mean like for mirroring a mesh? For that I just use components. (Or maybe I didn't understand the request... )
if you are modelling in quads you can easily select only the outer ring, then turn off soft selection and scale it to 0 on the mirror plane.
e.g. if your mirror plane is parallel to red/blue axis then scale the last ring to 0 on green axis so you can properly match the two mirrored component.
just an idea.. -
@panixia said:
@thomthom said:
@pbacot said:
Since you were looking for ideas, and IF I can make a humble, and perhaps unreasonable, suggestion: Your car experiment brings to mind the idea--what if vertex tools could be made to work on one side of a locked plane or set of edges so you can freely work on a half model.
You mean like for mirroring a mesh? For that I just use components. (Or maybe I didn't understand the request... )
if you are modelling in quads you can easily select only the outer ring, then turn off soft selection and scale it to 0 on the mirror plane.
e.g. if your mirror plane is parallel to red/blue axis then scale the last ring to 0 on green axis so you can properly match the two mirrored component.
just an idea..Hey, that's a neat little trick. I was mucking about with intersection and thinking I had to add a tool that projected the vertices to a plane.
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would be nice.
also IF i may suggest, i think you have the tecnology to improve/expand a bit the make planar tool. looks like it makes planar only on a "average" plane wich is useful in many situation. but would have been also nice to have option to choose the plane, e.g. red/greenn red/blue /green blue. that can be helpful.
but maybe the trick to scale it to 0 can work also for a selection wich is not a simple ring, now that i'm thinking of it, i should try how it work.. -
@panixia said:
:idea: but maybe the trick to scale it to 0 can work also for a selection wich is not a simple ring, now that i'm thinking of it, i should try how it work..
yes, i tried. it does.. so no need for additional tools/option. the gizmo does it all!
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I love it! I love it when users find good tricks like this which I hadn't even thought about.
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yeah man, the point is your tool is f#kin' amazing! can't stop to play with this in the sparetime.
yes sparetime.. i mean: i'm modelling those boring small houses for the boss.. boring bloky squared-out-at-all houses.
so i have to test your organic tool in the lunchbreak..i hope the days will come for a detailed fully organic-objects-loaded vray render..
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not sure i fully understand what's exactly the matter with your door shape, but if the point is to avoid triangles from loops while having the crested shape to smoothly "vanish" into the main door shape, then this is my try at it with VT+QFT.
no reference image/size.. just thinking of the general loops arrangement for such a shape..
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@panixia said:
not sure i fully understand what's exactly the matter with your door shape, but if the point is to avoid triangles from loops while having the crested shape to smoothly "vanish" into the main door shape, then this is my try at it with VT+QFT.
no reference image/size.. just thinking of the general loops arrangement for such a shape..It's not the crested shapes that's my main concern. It's the different detail lines that flow into each other merging multiple surfaces.
Haven't tried anything yet. Been ill and got distracted by subdivisions. Time to get back on track.
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now i see.. the "critical intersection" is quite hard
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http://www.youtube.com/watch?v=19BnGnR7bSs
Ok - now I promise to get back to modelling.
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Jeez, I would love to be able to use this on my cars. I could stop spending half my time trying to smooth everything and spend more time doing actual work. I see this is a menu item in your SU, so is this a plugin we can download yet? I'll pay
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