SubD examples and models
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@HornOxx Thanks a ton. I see what I did wrong. I thought I had used the Ctrl when using the Gizmo tool but I must not have.
I tried selecting the grids at both end and scaling at the same time but for some reason it would not do it. I was able to do it by scaling one end at a time.
I wish the ConnetEdges tool that is part of the QFT tool would give you a little better control over the division (like being able to split the selected surface evenly) but I also know that you can use the move tool to position the rings/loops so there is more than one way to get the job done. I also like the way you went into wire frame mode and used guide lines to drag the ring/loops. That was pretty neat also.
Ultimately, I would like to be able to put together a beginners guide to quad face modeling.
Here are the sections I would like to see:
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What is Quad Modeling
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Why is it necessary/Why would you want to use it
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Step by step example
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This would be a step by step guide with pictures that showed each step with an explanation of why you are performing it* I think a written guide might work better than a video but maybe some animated gifs because the newbie needs to understand both how and why you are performing the step* The sample model needs to be comprehensive enough to see all (or at least most) of the features yet not so complicated that the beginner cannot understand what is being done
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Glossary
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Poly* Quad* Tri* N-Gon* Other Terms
Just some current thoughts - a long way off though.
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Here's a quicky to show how to slice things up with QFT.
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@ntxdave said:
What are Proxies?
The Proxy in this context is the simple raw geometry.
Also for example Artisan uses this term - also there is a simple raw geometry (the proxy)
which then gets subdivided in a much complexer and biger geometry. The Proxy allways is the
"placeholder"(? donΒ΄t know if that word exists in English?) for something modified.
A lot of Render tools replace simple Proxys with most complex replace-geometrys or components.
So you can draw (or use) for example a simple line-box in SU, wich then gets replaces within a renderer by a most complex 3D-tree... -
@cuttingedge said:
QFT, Vertex Tools & SubD, proved to be the most enjoyable tools for modeling. Here's a WIP of my earpods..
Is the colour there from post processing? Or is that actually a SketchUp style?
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@jql said:
If they're working with render engines and if you have Thea Interactive Rendering capabilities, you'll be able to fire up a render with subdivision without Sketchup Open GL viewport even being aware of it!
Indeed. At the moment I'm moving towards using OpenSubdiv as subdivision engine. It actually have support for fast display of the subdivided mesh for OpenGL and DirectX - however the SU API doesn't provide access to the GL pipeline. Otherwise you'd have it override the normal drawing of the mesh in high-poly while SU itself would only know about the control mesh. dreams
But I got some ideas here ... need to make some experiments. -
@ntxdave said:
- Poly* Quad* Tri* N-Gon* Other Terms
Have you looked at the links on the SUbD site?
http://evilsoftwareempire.com/subd/quadsCurrently there are four links to external sites that describe the general concept of tris, quads and ngons. Is there information there you feel is missing?
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@thomthom said:
however the SU API doesn't provide access to the GL pipeline.
Tomasz did it! It needs some heavy hacking, but your colleagues in the core team may help you?
If you do succeed, I'd love to know how
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@jiminy-billy-bob said:
Tomasz did it!
Yea, I know there are way to get access directly to the SU viewport. But I got another idea that might be less hacking. I'm hesitant to dig too deep into host applications like that as it could easily break. I was thinking more in terms of overlays. Separate transparent window in a separate process (that way if it breaks it shouldn't take down SU with it.)
But yea - BaseCamp hackathon?
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@jiminy-billy-bob said:
@thomthom said:
however the SU API doesn't provide access to the GL pipeline.
Tomasz did it! It needs some heavy hacking, but your colleagues in the core team may help you?
If you do succeed, I'd love to know how
Damn I love Thea For Sketchup!
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Is there a tut for terrain and especially road modeling in quads?
I'm struggling to find examples for correct crossings topologies... -
@thomthom said:
Is the colour there from post processing? Or is that actually a SketchUp style?
Nope i just provided a platform for good contrast against the white.
Thinking about it.. It isnt easy to model perfectly. took me about an hour and half..while it looks okay here.
I had to redo it again to perfectly model it. My target it to actually make my modeling skill usable in the actual production of professional 3d prints. -
SketchUp needs Matcaps soooo bad
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@cuttingedge said:
@thomthom said:
Is the colour there from post processing? Or is that actually a SketchUp style?
Nope i just provided a platform for good contrast against the white.
I might just have to replicate that. I quite liked that colour scheme.
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I arrived to this with the roads in quads.
But I have no idea for the topology of the terrain between them...
What's the basic strategy? try to create a complete grid with similar quad size (closest to square as possible)?
And is quad modeling only for volumes? In the present case I'm only working on a plane...Thanks
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optimaforever - what is your target end result? Are you planning on subdividing?
Are you planing on keeping it 100% flat? Will you be adding pavements etc? Some times you might not need quads 100% of the time. -
@thomthom said:
optimaforever - what is your target end result? Are you planning on subdividing?
Are you planing on keeping it 100% flat? Will you be adding pavements etc? Some times you might not need quads 100% of the time.I was planning to move some vertexes in Z as the terrain isn't flat.
My aim was to be able to get nice road borders (eventually duplicate some edges to generate concrete curbs with profile builder), smooth slopes.
But I am wondering how to "fill" the zones between the roads. I guess it's basic know-how I'm missing here -
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@optimaforever said:
My aim was to be able to get nice road borders (eventually duplicate some edges to generate concrete curbs with profile builder), smooth slopes.
But I am wondering how to "fill" the zones between the roads. I guess it's basic know-how I'm missing hereI used to do that in my old job. use QFT to map curbs. However - I then had non-quad fill. Simply because I didn't need it.
Filling that model you have would require some work to get good loops and topology flow - but ask yourself if you need it for all of it. Quads is after all not a goal by itself - but a means to make tools work better (where needed). -
@thomthom said:
I used to do that in my old job. use QFT to map curbs. However - I then had non-quad fill. Simply because I didn't need it.
Filling that model you have would require some work to get good loops and topology flow - but ask yourself if you need it for all of it. Quads is after all not a goal by itself - but a means to make tools work better (where needed).Yes, I guess.
But it's like learning a new language, once you've begun, it's hard to stop.
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