SubD examples and models
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@box said:
...They were too cute not to print...
Box - thatยดs so great!!! I am impressed - did this 3d-printing work right on or had anything to be prepared?
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Yep, straight from your file, exported as .stl, both together and printed as one.
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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 wasnยดtProxy 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]
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Really cool! The blues monster brother - monster blues brother -... And now bring him to life with MSPhysics...
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Excellent.
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Whoa! Awesome!!
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HornOxx, little green guy is the bomb !
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SUPER!
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Absolutely fantastic!!!!
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wow
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...thank you all !
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Nice images of tutorial!
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HornOxx - you ROCK!!!
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Thanks again Guys
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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 oftenBest & 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 ]
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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? -
Hi & Thanks!
hmm - probably I do not understand (translate) correctly 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 ... -
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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@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
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@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.
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