Here is my next build trying to push subd harder- Focus was on sharp/soft, and detail-
built the same way as the 907
Amazing how fast these come together!
Main model took about 8 hours, then I picked at it for a few days adding details and render set ups.
rendered using decals, and standalone cycles in rhino (hitting the render button as opposed to raytraced mode)
what about a way to add edge loops to CurvatureGraph? so you can see the inflections in curvature and the bumpy areas?
@dalelear, how would that Curvature Graph look like? Do you base it off a degree-3 nurbs curve based on the loop vertices as control points? of do you have a more mathematically pure way to extract that info?
The brep created by ToNurbs is identical to the SubD surface with some technical quibbling near exceptional vertices. So, whatever curvature you see from the brep ToNurbs creates is identical to the curvature of the subd surface.
Nice, so I think I can get to see live curvature graphs on SubD, but for all the edges at once. I can explore more later to see if I can isolate selected loops only.
But when I edit the SubD (moving points) the SubDEdges extraction component breaks.
Hey Kyle,
How about a nice long set of tutorial videos on how you went about this? Maybe put them on Udemy for, like, money. I’d pay for it. Lovely face layout and stuff.
Thanks Steve,
The plan is to get subd working like a Swiss watch 1st then get into the learning materials. Since it’s changing a lot Right now, a video today may be obsolete tomorrow. I’ll do my best to share what I’m learning so you all can come with me. I’d you look a the Porsche thread I did (1st sub d deep dive) I showed a basic step by step how to get the body laid out. That basic formula is the building block for all cars.
Keep watching the forums. I’ll be posting a lot in the coming months.
If I can help with anything specific don’t hesitate to ask!