SubD examples and models
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@rv1974 said:
No, Pilou. I triedto ask Rich whether he was involved in Thomtom's toolbar design.
I see something common in the penmanship.I create the icons myself.
@rich o brien said:
know for QFT he uses an icon pack which he credits in his docs.
Not the toolbar icons. They are modelled after 3dmax though, but all created from scratch.
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very impressive!
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Bruh! 600v is one of my favorite SketchUppers!
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Ixlrlxi was yet a master modeler, so with SubD it will be a super master!
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the rear end of that car is so emotive. love it.
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He's a simple Dolphin if anyone wants one.
It's only very quick and straight out of my head so may offend the aesthetic sensibilities of any passing Aquatic Mammal specialists.
Saved the proxy back to 8.
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a great idea and model for this place - thanks for that -
Very nice Box - good basic example of how to use the tools.
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love that tyre!
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impressive!
did you model one groove, component it and copy it in revolving fashion, then explode them before subdividing?? -
@optimaforever said:
did you model one groove, component it and copy it in revolving fashion, then explode them before subdividing??
You nailed it. That's exactly what I did
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How many time the subdivision itself ? Negligible or...
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@pilou said:
How many time the subdivision itself ? Negligible or...
There's two subdivisions and it took about 2 mins to complete the process.
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@alsomar said:
and after a little bit of Thea and Photoshop, this is the result:
Great model - and I love that presentation style. Reminded me of the LEGO instructions.
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@alsomar said:
There's two subdivisions and it took about 2 mins to complete the process.
I really hope Trimble is following this thread and finally realizes that there is something wrong - 2 mins for such a small model is a joke and one reason why i still do my subd work in Max.
Something like this should be generated instantly. -
Yes and about a half second in Wings 3D (which is pretty much redundant) and a half second in meshlab. SU is really bad at subdivision times; makes you wonder if you can integrate a subdivision app via a plugin so that SU doesn't even have to calculate the subdivision at all.
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@olishea said:
SU is really bad at subdivision times; makes you wonder if you can integrate a subdivision app via a plugin so that SU doesn't even have to calculate the subdivision at all.
At the moment; no. The current API require me to generate new model entities in the model DOM. Where as the ideal way would be to be able to override the viewport presentation of an object. Basically highjack the render-pipeline for a given object. That would allowed me to avoid the biggest bottleneck: generating SU entities which each needs to merge with each other for the special SU stickyness.
The SU magic isn't ideal for extensions like SUbD where you aren't supposed to be editing the final result in the viewport. Had SU known only about the control mesh then any tool could edit the mesh while the viewport displayed the subdivided result.
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