Nice challenge Kyle…thank you for posting.
Biggest frustration was doing tweaks using control points. I don’t know if I’m seeing a bug possibly with the reflect command or just bad modeling on my part. The top of the skull (dome) I originally created using a ball primitive (minimal surfaces) and modifying for the head. Late in the model, an area of the head towards the front would crease when I moved a control point at the jaw and throw off certain surfaces where vertex meet, which would require deleting a face and reworking. Anyway, maybe someone else has had this problem.
- Liked workflow starting from primitive form to more complicated modeling in areas of detail
- Teeth detail…while not necessarily skull realistic, was easy to distort/distress with simple tools
- Liking control point manipulation of surface features, allowing to quickly move areas. Exception was a control point located at the top of the head on the reflect axis which would jump out of place unexpectedly.
- Small file size
- Nice end results
- Creases seem to come and go…randomly it seems, but probably not.
- Trouble picking Sub-D edges using Bridge tool…selection doesn’t always work
- Sometimes after using Bridge command, screen freezes and cannot rotate, move for a few seconds
- Insert Point to Mesh or Sub-D command doesn’t always seem to work.
- Reflect command seems to work pretty well, when I Remeshed the original model, the result was not exactly symmetrical.
Might be helpful to have:
- Ability to see both Smooth / Non-Smooth sub_d objects simultaneously – maybe already exists (split viewports?)
- Remesh Selected Sub-D Surface ie. Single surface is Remeshed to Specified #
- Remove Point to Mesh Sub_D (obvious request…opposite of Insert Point to Mesh)
Started off the skull as sphere primitive.
The annoying point at the top of the head was a battle I lost…I would fix it, and it would reappear.
The vertex at the top of the skull seemed to flip into a different state at some point when moving control points in another area of the model.
Moving control point connected to jaw
Results in the a point creation at the top of the head and other surface anomalies
Original model on left, model on right filtered through Quadremesh. Point on top of head less noticeable on Remesh.
Teeth detail…started with quad surfaces and hacked away…extrude, rotate, delete surfaces
Quadremesh left to right. Original, Target Quad Count: 500, 200 and 100. Noted that the Quadremesh picked up the point on the top of the head at 100. The resulting Remesh of the original is not exactly symmetrical if looked at closely.
The original Sub_D model on left has a weird top of head…this seems to have flipped on it’s own after moving a control point.