SubD examples and models
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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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@thomthom said:
Had SU known only about the control mesh then any tool could edit the mesh while the viewport displayed the subdivided result.
You explain things better than I do!
This is what I mean; is there a way to show the subdivided mesh in a small window that runs real-time with the SU model?
You would simply play with the control mesh in SU and a window shows a subdivided version that moves in real time with the SU model? When you rotate, zoom and orbit the subdivided "render" does so too.
Then when you are happy you can do the final subdivision inside SU right at the end.
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@olishea said:
This is what I mean; is there a way to show the subdivided mesh in a small window that runs real-time with the SU model?
Oh, well, that surely is the next thing I'd poke into once OpenSubdiv is implemented! I was thinking of it in two stages:
- A preview window on the side.
- Make the background of that preview window transparent and overlay it the SU viewport. (not sure how well that'll work since it'd be a separate 3d spacxe on top of SU's view...)
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