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    SubD examples and models

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    • HornOxxH Offline
      HornOxx
      last edited by

      @box said:

      ...They were too cute not to print...

      Box - thatยดs so great!!! ๐Ÿ˜„ I am impressed - did this 3d-printing work right on or had anything to be prepared?

      never trust a skinny cook

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      • BoxB Offline
        Box
        last edited by

        Yep, straight from your file, exported as .stl, both together and printed as one.

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        • HornOxxH Offline
          HornOxx
          last edited by

          Mike Wazowski, the cuddly green Guy from Monsters Inc
          time for a little SubD practice - I thought this green guy should be pretty simple - but he wasnยดt ๐Ÿ˜‰

          Proxy is attached below

          ...or the final render poly mesh model can also be found here:
          https://3dwarehouse.sketchup.com/model/eb026d84-43cf-4b0e-9427-6afa08966d8b/Monsters-Inc-Mike-Wazowski

          [sunglasses taken from the 3d warehouse - everything else pure Quadface, VertexTools and SubD stuff - rendered with ShaderLight]


          Mike_Monsters_Inc___Render1 1600.jpg


          Mike_Monsters_Inc___Render2 1600.jpg


          Mike_Monsters_Inc___Proxys 1600.jpg


          Mike_Monsters_Inc___Proxy.skp

          never trust a skinny cook

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          • F Offline
            faust07
            last edited by

            Really cool! The blues monster brother - monster blues brother -... And now bring him to life with MSPhysics... ๐Ÿ˜‰

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            • BoxB Offline
              Box
              last edited by

              Excellent.

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              • thomthomT Offline
                thomthom
                last edited by

                Whoa! Awesome!!

                Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                List of my plugins and link to the CookieWare fund

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                • tuna1957T Offline
                  tuna1957
                  last edited by

                  HornOxx, little green guy is the bomb ! ๐Ÿ‘

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                  • MikeWayzovskiM Offline
                    MikeWayzovski
                    last edited by

                    SUPER!

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                    • MikeWayzovskiM Offline
                      MikeWayzovski
                      last edited by

                      Absolutely fantastic!!!! ๐Ÿ˜ฎ ๐Ÿ˜„

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                      • alvisA Offline
                        alvis
                        last edited by

                        wow ๐Ÿ˜ฎ

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                        • HornOxxH Offline
                          HornOxx
                          last edited by

                          ...thank you all !

                          never trust a skinny cook

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                          • pilouP Offline
                            pilou
                            last edited by

                            Nice images of tutorial! ๐Ÿ˜Ž

                            Frenchy Pilou
                            Is beautiful that please without concept!
                            My Little site :)

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                            • thomthomT Offline
                              thomthom
                              last edited by

                              HornOxx - you ROCK!!!

                              Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                              List of my plugins and link to the CookieWare fund

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                              • HornOxxH Offline
                                HornOxx
                                last edited by

                                ๐Ÿ˜„ Thanks again Guys

                                never trust a skinny cook

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                                • HornOxxH Offline
                                  HornOxx
                                  last edited by

                                  Various Transitions
                                  Hello All - nothing new or even sophisticated but rather a repetition of some geometry exercises which are shown and discussed in this thread already.
                                  I've created a small kit (pic1 & transitions 01.skp) to make transitions easier for me. Meant here are things like pipe- or tree branchings, the arms of a Minion or Monster-Mikeยดs arms and legs (pic3) etc etc ...
                                  All these transitions pass from a quad-face-body or -shape into an 8-sided "pipe" (which is my vavorite pipe shape somehow).
                                  This kit even allows to combine different variants to one transition (pic2 & transitions 02.skp) - this results in the advantage that you can merge shapes with a different number of quad-loops (at least in a certain extent). Something like this always happens to me since I do not work particularly clean or planned often ๐Ÿ˜‰

                                  Best & I hope that this small "building"-kit may be useful for you too...

                                  [ 2017-09-23 / Updated picture2 and transitions 02.skp - some little mistakes ๐Ÿ˜• ]


                                  transitions 01.jpg


                                  transitions 02.jpg


                                  transitions 03.jpg


                                  transitions 01.skp


                                  transitions 02.skp

                                  never trust a skinny cook

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                                  • O Offline
                                    optimaforever
                                    last edited by

                                    Nice schemetic views indeed!
                                    Thanks for sharing.
                                    Just like substances, I tend to see quads in everything now. Just a mental exercise.

                                    Now, I wanted to ask, is it a recommended thing to regenerate quads on quads?
                                    I mean, let's say I model a raw mesh in several clicks, then apply a subD on it, then explode it, then remove some redundant loops generated by subD, add some new vertices here and there, subD again, explode again, remove some redundant loops here and there, tweak some crease values, subD again, explode again, remove some loops, etc. etc.
                                    The objective is to be able to get rid of some redundant loops that only add useless polys and keep adding details only where that matters.
                                    I'm pretty conservative in my workflow so I don't know if this is a common method as nobody seems to talk about this?

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                                    • HornOxxH Offline
                                      HornOxx
                                      last edited by

                                      Hi & Thanks!
                                      hmm - probably I do not understand (translate) correctly ๐Ÿ˜‰ wouldnยดt it be the SubD process itself, which makes out of a simple raw proxy geometry a new geometry with too much loops then? - you'd also need a good computer, to SubD this new very large proxy then again ...

                                      never trust a skinny cook

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                                      • O Offline
                                        optimaforever
                                        last edited by

                                        Often subdivision creates redundant loops which are useless (basically in flat areas), and some geometry refinement where it matters (in round, convex/concave areas).
                                        So I'm asking if I can get rid of these "useless" loops, and build upon previous subdivisions, explode and keep subdividing while simplifying the control mesh by removing redundant loops each time.
                                        SubD is limited to 4 subdivisions I think, so this could allow for more detailed meshes.

                                        I haven't tried this "method" though, but was wondering if there was any problem with this approach of modelling.

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                                        • Z Offline
                                          ZahariStoyanov
                                          last edited by

                                          @optimaforever said:

                                          was wondering if there was any problem with this approach of modelling.

                                          I'd say it's all up to your preferences. The excess loops you're talking about can be annoying and resource consuming indeed. Since you can't prevent them from appearing, the only possible approach is the one you described and it's totally ok ๐Ÿ˜„

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                                          • HieruH Offline
                                            Hieru
                                            last edited by

                                            @optimaforever said:

                                            The objective is to be able to get rid of some redundant loops that only add useless polys and keep adding details only where that matters...nobody seems to talk about this?

                                            It's something that's occurred to me before and I've tried to deal with it by adapting my approach to creating control meshes and also removing loops after subdivision.

                                            I just assumed that there isn't a way around creating so much unnecessary geometry.

                                            www.davidhier.co.uk

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