by Hieru » Sat Jun 14, 2014 6:38 pm
Yes you're right - doh! The proxy modelling and end result make much more sense now.
Normally I'd triangulate odd shaped quads in the same way I'd deal with n-gons. Now I know better.
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by olishea » Sat Jun 14, 2014 7:53 pm
haha yeah, i was confused for a minute! I couldn't understand how n-gons can make anything better. It doesn't matter how "odd" the quad looks. If it's a quad it's a quad and will perform well. Sometimes you can't avoid triangles. It's too many poles that frustrate me. 
oli
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by Hieru » Sun Jun 15, 2014 1:51 am
olishea wrote:It doesn't matter how "odd" the quad looks. If it's a quad it's a quad and will perform well.
Lesson learned I'll certainly never model proxy circular planes any other way from now on. If this shape is typical, there should be a lot to be learnt from the rest of the examples.
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by Hieru » Sun Jun 15, 2014 3:22 pm
Another example. This time a cylinder with holes. CylinderWithHoles.jpg
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by olishea » Sun Jun 15, 2014 3:45 pm
Very nice work.
Just a quick note: Try using circles with 6 edges instead of 8. When you intersect a 6 sided circle in half with a line you get two halves of quads, if that makes sense. It doesn't really matter for this model, it's just something I should point out. You would end up with less poly too. The starting circle really determines how successful the subdivision is going to be; if you've tried using a strange amount of edges it becomes difficult to keep quads and the model becomes frustrating.
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by olishea » Sun Jun 15, 2014 3:58 pm
Can you do something about the marked areas? Looks a bit strange to me having those stray edges, even though it does form a quad. The large triangles could possibly be avoided too, don't have time to look though.
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by Hieru » Sun Jun 15, 2014 4:03 pm
I was simply copying one of the provided examples, but I'll see if there is a better way of doing it.
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by Hieru » Sun Jun 15, 2014 4:22 pm
Insets on a curved surface. CurvedInsets.jpg
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by Hieru » Sun Jun 15, 2014 4:36 pm
olishea wrote:Try using circles with 6 edges instead of 8. When you intersect a 6 sided circle in half with a line you get two halves of quads, if that makes sense.
Good point....that's a great tip 
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by Hieru » Sun Jun 15, 2014 4:42 pm
olishea wrote:Can you do something about the marked areas?
Is this any better? It generates much neater topology but the poly count goes up. CylinderWithHoles-V2.jpg
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by Hieru » Sun Jun 15, 2014 5:59 pm
Or how about this? Here I've rebuilt the form using 6-sided openings...much more economical! CylinderWithHoles-V3.jpg
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by Hieru » Sun Jun 15, 2014 6:20 pm
Two versions of a simple cylinder with a bevelled edge. The second version (bottom) is for situations where you can't get away with a 6-sided shape. cylinder.jpg
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by Rich O Brien » Sun Jun 15, 2014 6:31 pm
Too many poles. 3 and 5 sided converging quads.
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by Hieru » Sun Jun 15, 2014 7:15 pm
Rich O Brien wrote:Too many poles. 3 and 5 sided converging quads.
Presumably that makes it difficult for UV mapping? Edit: I was obviously over-thinking things again... cylinder-2.jpg
Last edited by Hieru on Sun Jun 15, 2014 7:23 pm, edited 1 time in total.
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by Hieru » Sun Jun 15, 2014 7:19 pm
Last one for today: joining two pipes of the same diameter. joiningpipe.jpg This one is significantly different to the reference as I couldn't figure out how to join the pipes without distorting the bottom pipe and making it non-cylindrical (see circled area). pipe.jpg
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by olishea » Sun Jun 15, 2014 9:13 pm
Yeah you nailed it with CylinderWithHoles-V3. Sometimes you think there is no other possible way of doing it....then you come back to the model and think Ohhhhhh! Great examples and thanks for posting here! Your pipe is better than the example. The area you circled is an N-gon.  I guess the reason they did that was to reduce the "pinch" of the pole that you have in your model. They should have used another loop though. I love subdivision modelling; so many different outcomes from very subtle changes.  Would be cool if we had a "circularize" plugin for sketchup, you could click on specific rectangles and convert them into squares. Or maybe create an offset square face within the rectangle. Would be nice to be able to specify how many edges so you could even offset a triangle, square, pentagon etc etc.... This would help creating circular holes in peculiar shapes. I use this tool in Wings 3D quite often, maybe I'll ask TIG about it....maybe call it Offset Circle where you can choose the amount of edges the offset circle has.
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by Hieru » Mon Jun 16, 2014 11:11 am
olishea wrote:Yeah you nailed it with CylinderWithHoles-V3. Sometimes you think there is no other possible way of doing it....then you come back to the model and think Ohhhhhh! Great examples and thanks for posting here! 
Thanks olishea wrote:Would be cool if we had a "circularize" plugin for sketchup, you could click on specific rectangles and convert them into squares. Or maybe create an offset square face within the rectangle. Would be nice to be able to specify how many edges so you could even offset a triangle, square, pentagon etc etc....
This would help creating circular holes in peculiar shapes. I use this tool in Wings 3D quite often, maybe I'll ask TIG about it....maybe call it Offset Circle where you can choose the amount of edges the offset circle has.
+1 Definitely sounds like something that would come in handy.
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by baz » Mon Jun 16, 2014 12:07 pm
David and Oli, fascinating as this is, I think you might be going a bit off-topic, as in "Simple Artisan examples". If this were to be hived off to a separate thread, you would find many lurkers and contributors I reckon, but I find it a bit complicated for my poor brain. What about a new thread called... "Extremely bloody complicated Artisan examples with lots of esoteric technical terms" Sorry 
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by Rich O Brien » Mon Jun 16, 2014 12:23 pm
Hieru wrote:Presumably that makes it difficult for UV mapping?
It can when you try to relax the UVs around poles because the quads are unable to form square shapes.
There's a frontroom and a backroom....reverse faces
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by olishea » Mon Jun 16, 2014 1:19 pm
baz wrote:David and Oli, fascinating as this is, I think you might be going a bit off-topic, as in "Simple Artisan examples".
How can you get more simple than cylinders and pipes? Unfortunately you have to use some jargon. I hate it too.
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by cotty » Mon Jun 16, 2014 2:00 pm
Should I delete "Simple" in the topic headline?
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by baz » Mon Jun 16, 2014 2:23 pm
olishea wrote:baz wrote:David and Oli, fascinating as this is, I think you might be going a bit off-topic, as in "Simple Artisan examples".
How can you get more simple than cylinders and pipes? Unfortunately you have to use some jargon. I hate it too.
Point taken, perhaps a link or info on some jargon busting, Geometry for Artison 101?. For example 'N-gons'???
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by Rich O Brien » Mon Jun 16, 2014 2:50 pm
@baz
polygon or tri-gon = triangle quad = 4 sided polygon n-gon = more than 4 sided polygon (replace n with the numbers of sides)
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by olishea » Mon Jun 16, 2014 4:28 pm
cotty wrote:Should I delete "Simple" in the topic headline?
No, because these are still relatively simple. I think it was just the jargon that was getting out of control. 
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by Rich O Brien » Mon Jun 16, 2014 4:35 pm
anyone is free to ask what's being said.
it is something worth learning.
@cotty
we have a preliminary wiki in dev if you are interested in porting this thread to that at some point.
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by Hieru » Mon Jun 16, 2014 5:11 pm
Maybe some of my examples are more 'intermediate' - part way between basic primitives and complex objects like soft furnishings or vehicles? I don't want to bloat the thread, so perhaps I should start a new topic just for the examples I've been reinterpreting for SU? In the mean time, here's a faceted hexagonal form that blends into a cylinder (sort of like a screwdriver handle). handle.jpg I would have liked to have achieved this with quads only, but I couldn't figure out a solution.
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by pilou » Mon Jun 16, 2014 5:34 pm
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by baz » Tue Jun 17, 2014 1:19 am
Thanks Oli, that's a great article, a must read I'd say. The 2 videos are very good too. I've just reread the 'esoteric' posts, and to my surprise I now have a glimmer of understanding.
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by Hieru » Tue Jun 17, 2014 10:56 am
Can you see the images on that thread? Most of them are missing for me, even when I'm logged in.
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