by Rich O Brien » Mon Apr 22, 2013 1:58 pm
Hieru wrote:Very nice Rich  What's the workflow...does it rely a lot on vertex tools?
Actually TIG's EebyV and the native scale mostly. Thomthom's AutoSmooth has meant I'm using vertex tools less and less.
There's a frontroom and a backroom....reverse faces
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by Hieru » Mon Apr 22, 2013 2:18 pm
Thanks Rich 
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by alvis » Tue Apr 23, 2013 1:07 am
funny shapes and simple chair
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by cotty » Tue Apr 23, 2013 4:36 pm
Nice chair and making-of video! Another funny shape (with 14 legs)  cotty_14legs.jpg
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by cotty » Wed Apr 24, 2013 6:55 am
Another version with motion in it... cotty_14legs_motion.jpg
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by olishea » Wed Apr 24, 2013 8:16 am
making me worried, because they look fragile!!  lovely render.
oli
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by cotty » Thu May 16, 2013 7:50 am
A simple lamp... cotty_lamp_01.jpg
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by cotty » Thu May 16, 2013 9:08 pm
Another simple lamp... cotty_lamp_02.jpg
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by olishea » Thu May 16, 2013 9:47 pm
nice work cotty, first one reminds me of the Biagio lamp that Massimo modelled a while back. 
oli
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by pilou » Thu May 16, 2013 10:08 pm
A flower lamp! 
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by pbacot » Fri May 17, 2013 12:46 am
Nice jacks. I just realized how long it's been since I've seen jacks or any reference. Do girls still play with thems somewhere in the world? Great lamps too!
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by TheBone » Mon Jun 03, 2013 9:54 pm
Hello Guys, im starting with all those nice Plugins I created a chair for testing thos plugins and i would like to post it but like you guys did witht the finshed model and the same only the frame on it .. could anybody of you help me ? would be nice to know how do i do that . (Sorry if there are some mistakes in the text English is not my main Language) Have a Nice Day Tbone 
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by cotty » Thu Jun 06, 2013 6:28 am
For the line view, you have to activate "view -> hidden geometry". Export an image and combine it with a rendered version of your model with an image editor (e.g. gimp). (max. dimension 1600px!) You can add this image and the model as attachments to your post.
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by TheBone » Thu Jun 06, 2013 5:09 pm
Thanks for the help  here is my first try : 
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by cotty » Tue Aug 06, 2013 8:41 am
A quick champagne glass... cotty_champagneglass.jpg
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by cotty » Wed Aug 07, 2013 10:05 am
A sculpture ... (Rendered fur: displacement map, wood texture)cotty_sculpture.jpg
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by cotty » Wed Aug 07, 2013 1:55 pm
And because of the nice displacement fur, another test, this time an ugly fur-man... cotty_furman.jpg
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by pbacot » Wed Aug 07, 2013 3:27 pm
Thanks Cotty. Fur makes it all wonderful, haha.
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by Hieru » Sun Aug 11, 2013 11:34 am
Great tutorial showing real-time subdivision modelling of a car:
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by cotty » Fri Aug 23, 2013 11:24 am
A quick baby rattle... Screencast (making of) which covers the main part: http://screenr.com/ITOHcotty_baby_rattle.jpg
Last edited by cotty on Fri Aug 23, 2013 6:54 pm, edited 3 times in total.
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by Rich O Brien » Fri Aug 23, 2013 11:55 am
Image 1.png You should run Split Donut on the n-gons. It will give smoother results with less geometry.
There's a frontroom and a backroom....reverse faces
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by cotty » Fri Aug 23, 2013 12:06 pm
Rich O Brien wrote:You should run Split Donut on the n-gons. It will give smoother results with less geometry.  I changed the model accordingly (V2)...
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by Rich O Brien » Fri Aug 23, 2013 4:25 pm
You should measure the poly count between the v1 & v2.
I don't use Artisan to sub-d but have noticed that quad based meshes have lower face counts than those with Ngons present.
Obviously the catmull Clark algo doesn't know how to efficiently divide an Ngon. Which creates lots of unnecessary polys and noticeable pinching.
You should also run Quad Face detect poles to see where the pinching will happen and then tackle those.
But I love to follow this thread. One of the gems in a sea 'it won't load' topics.
There's a frontroom and a backroom....reverse faces
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by d12dozr » Fri Aug 23, 2013 4:35 pm
How cool would it if if Split Donut (or something similar) was integrated into Artisan, and helped figure out the n-gon topology?? Rich O Brien wrote:But I love to follow this thread. One of the gems in a sea 'it won't load' topics.
+1, yes!
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by cotty » Fri Aug 23, 2013 6:10 pm
Rich O Brien wrote:You should also run Quad Face detect poles ...
I don't know this, can you explain it a little bit, please? Rich O Brien wrote:But I love to follow this thread. One of the gems in a sea 'it won't load' topics.
Thank you! d12dozr wrote:How cool would it if if Split Donut (or something similar) was integrated into Artisan, and helped figure out the n-gon topology??
Or directly in SU. I hope that Thomthom changed to Trimble to change all internals to quads and to implement his subdivision from this promising topic... d12dozr wrote:+1, yes!
Thank you too!
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by cotty » Fri Aug 23, 2013 6:31 pm
I often wonder why Artisan shows a nice (more quad-like) mesh in the preview and it is not possible to choose this mesh instead of the triangulated...
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by Rich O Brien » Fri Aug 23, 2013 6:34 pm
There's a frontroom and a backroom....reverse faces
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by cotty » Fri Aug 23, 2013 6:38 pm
Newer looked at that context menu Very helpful, thank you! edit: there seems to be some poles in the above example ...
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by Whaat » Thu Aug 29, 2013 9:49 pm
cotty wrote:I often wonder why Artisan shows a nice (more quad-like) mesh in the preview and it is not possible to choose this mesh instead of the triangulated...
Well, the preview mesh uses openGL to render (which supports non-planar quads) and we all know that SketchUp itself does not allow them. Nice work as usual, cotty! 
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by Rich O Brien » Thu Aug 29, 2013 11:32 pm
cotty wrote:there seems to be some poles in the above example ...
There are because the faces are not Quad Faces... Image 2.png Having them as Quad Faces reduces pole count to 4.
There's a frontroom and a backroom....reverse faces
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