SubD examples and models
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@panixia Fantastic work
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@tuna1957 thank you
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@panixia it's the nยฐ1
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I'm not as skilled as my master @panixia, but I can still create some items with SubD.
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@alexpacio2013 what are those balck dummyes around the tires and helmet?
Maybe some Vray for Sketchup decals? -
@panixia yes, vray decals
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Not very spectacular but SubD can make even everyday objects a lot easier to model. Organic shaped mid century modern drawer pull. Pretty common back in the day. Designed to be partially inset into the drawer front. Made attempts to model one years back. No luck. Knocked one out with SubD the other night. No problem.
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Had been a while since the last time i did a model just for fun. So I picked a super fun one and started working on it in my spare time.
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Anticipation builds......
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Bowl du Prado.
The infamous Marseille Skatepark.
I''ll do some minor tweaks and a bit of housekeeping (organizing layers, purging, renaming, setting scenes and styles and whatnot)
Then I'll share this model (including the lowpoly cage, the pbr maps and a 3d printable version) for you guys to take a closer look at this workflow.
I will probably do a separate post with the download link and a bunch of screenshots to explain the main steps of this workflow. -
Boahhhhh !
Respect Panixia - the project and your presentation here are impressive! -
@HornOxx thank you a lot
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I have to agree, very nicely done, Sir.
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Thats really nice. Would love to play Tony Hawk's around that.
Really appreciate the UDIM workflow. I thinks it something we need to have a think about implementing in WrapR
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@Rich-O-Brien said in SubD examples and models:
Tony Hawk's
that's right! I completely forgot about that guy!!
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@panixia Just superb
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@Rich-O-Brien said:
Thats really nice. Would love to play Tony Hawk's around that
You actually can, because Marseille/Prado is included in the game.
here is the model from early version of the game which some guy uploaded to warehouse.
At first glance I thought that he did a sloppy job at replicating the game model, but I checked on Youtube and they actually used this remarkably bad version in the first edition of the game.. .They did a way better job in the newer version of the game, but it's still unrealistic. The whole model is still a bit out of scale in order to make the flat bottom way more stretched than it actually is in real world.
I can tell that with no doubt, because I'm a former BMX rider and a skatepark builder (I actually designed both the concrete skateparks in my city alongside multiple other wooden ramps and dirt jumping trails) and I rode myself the Prado bowl multiple times.
It's a legendary skatepark, so about 20 years ago we used to travel all the way up from south Italy to Marseille to ride that beauty.Absolutely killer skatepark.. it would not ride that fast in real world if the flat bottom was overstretched like the one in game.. it would loose all the lines and rhythm that made that park so fun to ride.
I don't know why they did the 3d model that bad.. I guess it has to do with game logic and "playability".@Rich-O-Brien said:
Really appreciate the UDIM workflow. I thinks it something we need to have a think about implementing in WrapR
What you would like to implement? Is actually already working quite well and it's pretty straightforward once you grasp the base logic.
They should consider to implement that UDIM logic in Sketchup itself, so that one can import a single material with multiple UDIMs, while according to the current logic you need to export with a single material and import back multiple different materials like I showed here.
Considering how long they took to implement (half baked) PBR support, I guess they'll include UDIM tiles in Sketchup 2038 or something..Maybe you could make the tiles edge more obvious in the WrapR UV grid/background?
But again.. you can consider each 4 by 4 color square (in the default WrapR texture) as a reference for the tile. Or simply use a UV checker texture with a really eye catching border like I showed here.
Using that texture, whenever I see magenta showing up on the mesh, I can quickly visually tell that something is wrong in the UV layout and Substance will reject the model because of some nasty UV island overlapping across UDIM spaces, so.. not a big deal. -
WIP - Day one
Reality Capture - Topogun - SubD -
Yummy, I'd try to resolve this area to be more uniform
Does Topogun allow you to do quad patches?
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@Rich-O-Brien said in SubD examples and models:
Yummy, I'd try to resolve this area to be more uniform
Yeah definetly, I was still fiddling around with loops, but I already did yesterday after posting those screenshots, because that 3 to 1 was causing a noticeable bump after subdividing.
I also modeled the inside of the shoe, started to reshape the sole better, figured out a bit about the lace pattern and started to add tickness to the various layers of the main body.@Rich-O-Brien said in SubD examples and models:
Does Topogun allow you to do quad patches?
It does and they are interactive, you can preview them and dynamically change the number of segments for each curve and change how the topology is arranged. You can create multiple patches at once, with 2,3,4 or more splines, join them and so on and so forth.
Once created you can't change them anymore, but you can edit them with the usual topology tools like move, extrude, draw, cut, collapse, brushes for soft move and relax and the usual stuff.
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