SubD examples and models
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I thought this was happening only with this model, but it seems it happens with all. I don't remember doing any changes later. This is a bit strange. Maybe Thomas has some hints from the error I sent his way.
Edit
Thomas, have you released any updates recently ?
When I went to the Welcome to SubD panel it said a new version is available. Then I went to the SCF pluginstore and installed SubD. Now it seems to work. -
Strange as it worked until today !
I believe I didn't update after the release.
Thanks, back and runnin' fine ! -
The beta builds have an expiry time based on the build date.
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your doodle has even material thickness how do you get that ? ! ? -
That's why Fredo invented JPP !
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@box said:
A little late night doodle.
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This is the basic process I used, forgive the wandering mouse as I haven't had my coffee yet but this could be tweaked to any detail level you desire and done correctly will remain a solid with a suitable double skin. It is after all nothing more than a scaled tube.
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That's nice. For some reason I didn't think you started with a solid in the first place!
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@Box, another great tutorial for those of us who are trying to move further along with quad modeling. Between this and the other tutorial you share earlier today, I am getting the oicture clearer.
The other aspect that I have seen in you instrument post that woul ge nice to see is how you achieved the curved sections.
I have now downloaded the trial versions of the Subd and Vertex Tools plus the QFT plugins. I created one model so far. It has errors but I now have a better idea of where I should go. Will be trying some more tomorrow. It is not as big a mystery as it was before.
Again, thanks for sharing you knowledge with the rest of us.
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@ntxdave said:
The other aspect that I have seen in you instrument post that woul ge nice to see is how you achieved the curved sections.
It's all about segmentation, you can use follow me to create shapes but they don't need to be 'round'.
Here I have used the arc tool set at 3 segments. You can use more or less depending on what you need. I used too many in the horn but it was an unplanned shape so just evolved. Tigs split tools are very handy too as you need everything split into quads. You can manually draw the edges in but Split tools speeds up the process.
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Another very quick doodle.
How to make a passable sports bra from an empty box by moving a few vertices.
I've added the proxy so you canmake em as big as you wantadjust them to fit.
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@box said:
Another very quick doodle...
Thanks Box for your great "Doodle"-Tutorial-Shorts here!!
like some others here - there is a lot to learn
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@box said:
Another very quick doodle.
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I you make 2 holes you have very design glasses!
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Considering all that you have already provided in the practical use of these new tools I feel somewhat guilty in asking you to do the same step-by-step tutorial for the creation of your sports bra. It may not seem so to you, but for numb-noses like me these tuts are REALLY, REALLY helpful.
I've spent so many years using SU with the native tools and Ruby plugins/extensions that I'm finding it more than a little difficult re-structuring my workflow. At this point it's not obvious that the quad workflow is better/faster. I'm trusting in all of you "quad guys" that, in the long run, the quad workflow is the "way of the future".Thank you again for your great explanations.
@whaat
This is the stuff that has distracted me from the PB2 beta testing. It's not fair for these guys to dangle M&Ms in front of a chocoholic -
Bob there's not a lot I could add to that little bra number, all you are seeing there are the undo steps played backwards. Each of the movements are me selecting vertices and moving them with the Vertex Gizmo just like in the ones earlier. The creation of the lines around the faces is also shown above, but they could just be drawn in.
I'm also on my phone now so unable to work with it.I think people need to realise that they shouldn't be frightened of quads, once you understand them you can easily work them into your normal workflow as necessary. They actually help you with selecting and manipulating edges even without thinking about the SubD aspect of them. Working with geometry that is a network of loops and rings rather than a tangled web of triangles is so refreshing.
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@box said:
Working with geometry that is a network of loops and rings rather than a tangled web of triangles is so refreshing.
I'm so happy to hear people say this. It also makes writing modelling tools and extensions easier if they can focus on dealing with quads.
That being said - these GIFs you made box are really nice. Exactly the kind I want to create for the new QFT site.
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@thomthom said:
@box said:
Working with geometry that is a network of loops and rings rather than a tangled web of triangles is so refreshing.
I'm so happy to hear people say this. It also makes writing modelling tools and extensions easier if they can focus on dealing with quads.
That being said - these GIFs you made box are really nice. Exactly the kind I want to create for the new QFT site.
Having been one of those who was trying to get a grip on the whole quad modeling approach/environment, Box's GIF's would be a great collection to start a set of tools on how, and why, to use quads more in your approach to 3D modeling. I have downloaded them all as "quick reference" guides. I only wish that there was a way to pause a GIF so that I could go back and see what was just done (like what was clicked) without having to watch the entire video.
Challenge: Someone come up with a way to pause/play a GIF
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