SubD examples and models
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Again a very nice illustration! The virtual representation makes me want to play the game "brett"-hard and real again.
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@panixia said:
just a silly mushroom for now..
i've a bunch of nice test model from beta which way are too heavy for sharing here i don't know if thomthom is setting a gallery or something for that..[attachment=0:11dst34w]<!-- ia0 -->silly mushroom.JPG<!-- ia0 -->[/attachment:11dst34w]
Hi panixia, are those mushrooms 'infected'
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@thomthom said:
I don't doubt it's of German origin. But I found it amusing that the titles were so different Though... I don't quite "get" the German name...
there is always something to learn actually, Ludo found its way to here over England (named "Ludo" there as well) and came from India original. Our tiltle "Mensch Γ€rgere Dich nicht" means slomething like ""People don't tease you" or "Man, donΒ΄t get annoyed/enraged" which is a funny title because the man on the box cover is very annoyed obviously@faust07 said:
Again a very nice illustration! The virtual representation makes me want to play the game "brett"-hard and real again.
Thank you Faust and yes you're right - now the right season for this kind of games is starting! - very real, analog "Brett" hard
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A quickie SubD pumpkin on Halloween.
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Great SubD-scetch Eric - and just in time !!
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Hello pals
I've modeled an abstract shape made with SUbD and Vertex Tools. Then I've played a little with that shape to get a tunnel. Here's the process:Here you can see some standart views of the original shape.
Then I've copied and rotated the shape. That's how I get the first ring of the tunnel.
Here's a couple of iso views of the first ring.
I've copied the ring several times using symmetries to create the tunnel.
Once the tunnel is created, the space generated is pretty nice. These two pics were taken inside the tunnel. The second one is subdivided with SUbD.
Finally, here's an animation through the tunnel.
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- this is a most impressive geometry exercise and the fly-through effect in the video: just overwhelming! Thanks for this wonderful contribution!
(no idea how you made the curved origin geometry, so this fits together as a loop ? ) -
@hornoxx said:
:thumb: - this is a most impressive geometry exercise and the fly-through effect in the video: just overwhelming! Thanks for this wonderful contribution!
(no idea how you made the curved origin geometry, so this fits together as a loop ? )Thank you for your kind words
I'm attaching some pics of how I made the curved geometry.Here's a gif of how I twisted the curved shape using Vertex Tools.
Once I got the shape, I made a symmetry, so the beginning and the end of the shape can fit in. If you need any other explanation, please ask
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AUAAA ! So much "simplicity" is too complicated for me
I always forget that the effect of vertex tools can be extended to any range
Thanks !! -
Thank you very much for this detailed breakdown of your workflow.
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@thomthom said:
Thank you very much for this detailed breakdown of your workflow.
It's my pleasure! Thank you for your kind words
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Forgot to post this doodle
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@rich o brien said:
...forgot to post this doodle
I love these nasty doodle guys - but you better change the street side -
@alsomar said:
Here's a gif of how I twisted the curved shape using Vertex Tools.
really impressive! but did the quads break-up after twisting / deformation?
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@cuttingedge said:
did the quads break-up after twisting / deformation?
Vertex Tools is a quad-friendly extension so it keeps the quads after the twist or any other further operation. It's a great tool!
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Just for fun. About 10 minutes including the render.
Tig's Fracture, SUbD and MSPhysics, Twilght2.
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WOW !! ... and even if it would have taken a 100 minutes, such a great result!!
(you are using a great tool chain - is TigΒ΄s Fracture creating "SubDable" parts out of the box ( ) instantly or is there still some fine tuning necessary?) -
Thanks HornOxx.
No tweaking necessary, not for this at least.
It doesn't form quads but they aren't needed for something this random. -
Here's a quick simple one.
You can use more blocks with different materials to get a mixture of stones.
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