SubD examples and models
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I downloaded the model and, to me, it represents the real key for those of us trying to learn quad modeling. You need to be able to visualize what you are drawing in basic quad configuration. I think your other drawing of a person where you show the steps from just boxes to the eventual shape of the person are the real keys. You can learn to use the tools but if you cannot "see" where you are going, you are going to struggle immensely.
Thanks for sharing this.
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@box said:
For those few of you that aren't bored with my doodles. Here's a very fast nose to play with.
Keep'em coming! Loving these models!
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@ntxdave said:
I downloaded the model and, to me, it represents the real key for those of us trying to learn quad modeling. You need to be able to visualize what you are drawing in basic quad configuration. I think your other drawing of a person where you show the steps from just boxes to the eventual shape of the person are the real keys. You can learn to use the tools but if you cannot "see" where you are going, you are going to struggle immensely.
Thanks for sharing this.
I'd agree with you on this, begin able to see where the lines ought to go is a significant ability that will enable the simplest number of quads to produce the desired result.
In my efforts so far, I seem to be modelling the full complexity of the shape, adjusting the vertexes, then retracing over with less lines, and deleting the now redundant lines/quads.I also wandering whether zorro might be a way of generating some the grid lines?
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This may have already been addressed, but it seems that if you want to keep the number of subdivided polygons in a more permanent form, such as exporting solids for 3D printing, I think all that needs to be done is to explode the group while subdivided.
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@xiombarg said:
This may have already been addressed, but it seems that if you want to keep the number of subdivided polygons in a more permanent form, such as exporting solids for 3D printing, I think all that needs to be done is to explode the group while subdivided.
I think from what you are saying you may have missed an option.
Right click on a Subd'd group and select from the SubD menu, Convert to Plain Mesh.
The effectively removes the control mesh and the subdivisions become permanent while still remaining grouped. -
@box said:
@xiombarg said:
This may have already been addressed, but it seems that if you want to keep the number of subdivided polygons in a more permanent form, such as exporting solids for 3D printing, I think all that needs to be done is to explode the group while subdivided.
I think from what you are saying you may have missed an option.
Right click on a Subd'd group and select from the SubD menu, Convert to Plain Mesh.
The effectively removes the control mesh and the subdivisions become permanent while still remaining grouped.Nice, I didn't see that!
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And what if the subdivision level could be triggered in the scene's properties?
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@leminilab said:
And what if the subdivision level could be triggered in the scene's properties?
Hmm.... Now that's an interesting idea... Hadn't thought of that.
I'll add it to my list of things to explore. -
haha! just saw your signature! awesome!
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@thomthom said:
haha! just saw your signature! awesome!
You changed my working life so much... I can't do less than that...
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[edg3d:32080bf0]iK9kEzIfpjyKFcw[/edg3d:32080bf0]
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Garydorn's cobra retouched .
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Hi Eli!
Very excited to see what you will come up with this tool!
And again, a big thank you for your previous help!
Nicolas -
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@jiminy-billy-bob said:
Now when Thomthom hits on a gril
"Hey Girl, let me say you've got a beautiful topology!" wink winkWhy not "Right-click > Explode?"
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Now when Thomthom hits on a girl
"Hey Girl, let me say you've got a beautiful topology!" wink wink -
@jiminy-billy-bob said:
Now when Thomthom hits on a girl
"Hey Girl, let me say you've got a beautiful topology!" wink winkYou know me too well!
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@ely862me said:
Garydorn's cobra retouched .
[attachment=0:2fxodc5p]<!-- ia0 -->289 SU 6 body V3-1.jpg<!-- ia0 -->[/attachment:2fxodc5p]Wow - what an improvement -
was that done by only subD tools , or did you adjust the mesh first manually.
I like the resolution to the front grill - light transition , rear light transition.
I've still got to get the body sides adjusted , as there is quite a curve down the sides.
Also the cockpit shoulder is still not right ( looks like water will run into the armpit/ shoulder , instead of down the door.Thanks dood
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