SubD examples and models
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[edg3d:30l4sz9z]KOsfTsGvmvZe0VW[/edg3d:30l4sz9z]
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i forgot the file...
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Thanks for the barrel! Very nice but mine arrived all dirty and leaking some black stuff!
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@rich o brien said:
i forgot the file...
[attachment=0:2m18mrri]<!-- ia0 -->barrel.skp<!-- ia0 -->[/attachment:2m18mrri]
Hello Rich,
Did you use your new plugin (Wrap-R) to map the texture? BTW great model. Thanks.
Regards
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Just a simple example once again of how working with these tools can make for some really neat meshes.
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A quick evening doodle...
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Nice! That actually looks like a nice model to test OpenSubdiv UV mapping handling with. Do you mind sharing the model?
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@thomthom said:
Nice! That actually looks like a nice model to test OpenSubdiv UV mapping handling with. Do you mind sharing the model?
How is it coming along, any sneak peek?
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@thomthom said:
Nice! That actually looks like a nice model to test OpenSubdiv UV mapping handling with. Do you mind sharing the model?
Of course no problem...
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[edg3d:q5l0hefm]0BS0SdGtKkVqlg4[/edg3d:q5l0hefm]
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@rich o brien said:
[attachment=0:lutopfq9]<!-- ia0 -->grab_22_09_2016_001.png<!-- ia0 -->[/attachment:lutopfq9]
[edg3d:lutopfq9]0BS0SdGtKkVqlg4[/edg3d:lutopfq9]
Looks great!
Texturing inside Substance Designer? -
Quick question.
What happens if you share a SubD model (without converting to plain mesh) and someone without SubD opens it? Do they just get the control mesh?
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Yea, it'll appear like any other SketchUp group/component.
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If I could ask the experts; I'm totally new to subD. Trying it out for making furniture.
Started making the frame for a Stack Stove Cubi. Whats the best strategy for the indicated areas? The easy way is to just continue the lines from the horizontal frame onto the leg. But I'm trying to keep the polycount as low as possible as well.
Any suggestions?
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Hi Kaas
I would recommend TigΒ΄s Split Tools which generate quads at the connection points like sketched below.http://sketchucation.com/forums/viewtopic.php?t=43376
https://www.youtube.com/watch?v=hcGGcLndeTE
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Thanks Thomas
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Sometimes you can bend over backwards to keep loops to a minimum (see examples either side of central control meshes)...
...only to find that there isn't that much difference in the poly count:
In this instance you might even find that using RoundCorners is the most economic and efficient way to model this form.
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Happy to help . I'll take a look at your model tomorrow, but from the looks of things your workflow is coming along nicely (certainly more advanced than when I was starting out).
One thing I will add is that sometimes the extra geometry is worth it e.g. for UV mapping or selling models in different formats.
On the topic of UV mapping, I suspect that my left-hand control mesh might be the better approach for mapping. Hopefully someone who knows more about UV unwrapping will be able to confirm or refute this.
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