SubD examples and models
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NURBS modeling is bad for rendering, but is EXTREMELY bad for realtime/VR workflow.
I know MOI, i know Rhino and they are a nightamre to deal with when it comes to "game ready" models.
Believe me, I'm really happy with my workflow, which is 100% proven and rock-solid, it gives me very predictable results and full control over polygons and UV's.
Every time someone tries to convince me about switching to a different workflow, in particular nurbs workflow, i feel a bit like Raikkonen.

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Earbuds


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so effective and nicely done 
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@rich o brien said:
Earbuds


Nice and clean job.
Really clever use of the "two step" subdivision on the hole.
I use that trick a lot.
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What happens when you SUbD some cubes then hit them with Clothworks.

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@box said:
What happens when you SUbD some cubes then hit them with Clothworks.
well, definitely a cool result 
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May not be as cool as Boxβs squished ballon things .. but needed a vintage dish soap bottle. SubD the best tool for the job. And to all you youngsters the bottles werenβt clear way back in the day.


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There is a lot more skill involved in making a shape that matches something in the real world than there is in my random musings.

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@box said:
There is a lot more skill involved in making a shape that matches something in the real world than there is in my random musings.

Thanks Box . Your to kind.

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@tuna1957 said:
...SubD the best tool for the job...
which is absolutely right! Prima! -
Thanks HornOxx. Fooled about trying some other approaches just for practice. Abandoned other ways for SubD and βbing bangβ it was done.

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I believe I've found a fun retopolgy workaround in Sketchup

Of course is not as powerful as some dedicated tools like Topogun, but it can get the job done on simple objects without switching to a different software.
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And what is exactly this workaround ?

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I simply smooth all edges from the triangulated mess, then I draw some pseudo-quad topology with TOS, extract that as a group, do a quick cleanup using VT2 "merge close vertices", and then use the most overlooked feature of QFT (convert wireframe into quads) to create a quadmesh to subdivide.
The smoothed mesh is just a tiny bit smaller of course because of the subdivision, so you may want to compensate for that with a little JPP. -
Many thanks for the infos!

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Classic SUbD.
Some techniques I'm playing with for an upcoming project.

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hey - this tentacle-like "suction cup(?)"-thing is extraordinarily promising and superbly textured already now! - I'm curious to see what follows here 
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@hornoxx said:
:thumb:
hey - this tentacle-like "suction cup(?)"-thing is extraordinarily promising and superbly textured already now! - I'm curious to see what follows here 
Ditto

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