Sub-D modelling issues and improvements

now you are just showing off… :wink:

amazing work-

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Holo, Kyle, Brenda, everyone…
Thanks for the masterclass in Sub-D modelling, this is a great read.
Cheers,
Mike.

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In the future, it might be possible for SubD to have two levels of box mode one for the coarse shape, and another to toggle bevels on selected edges, for the purposes of filleting.

In other words, you could select edges, and store a radius on them, and then when you press, say, SHIFT-TAB key, those edges are beveled to your specified distance. The trick of it is: the user could still work in broad brush strokes concentrating on the shape–without adding thin beveled edges. It would differ from rendering mesh edge softening in that it would help to produce a physical object.

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I sometimes need to rebuild Sub-D faces when ghost vertices are placed from previous splits to make a smooth mesh. The problem is: sometimes it’s trial-and-error to track down those offending split edges.

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The ability to scale edges numerically using a 1D scale is quite handy. Although, this would be too specialized for a command, it might be possible to write a Grasshopper script to select and entire strip, and a constant edge, enter a size, and then the other is scaled.

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[Holo, I have a somewhat traditional shelf for setting the windshield. Seeing how good your windshield came out inspired to try to replace my crappy one. For now, it has n-gons on the side, but it came out better than what I had. I wish I was good enough to eliminate all triangle Sub-D’s, but it’s not easy at the corners of things. Still, thanks for the inspiration. : )

Can you show us the Chevrolet logo in box mode? : ) ]

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I for one use creases on edges that I plan on radius-ing later. I then add bevels to those edges as I refine and then finally remove the crease… this keeps a fairly predictable workflow.

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sure, it was quickly done just to look good from a distance, so they are in fact quite ballony:

I made it by quadmeshing simple planar surfaces from curves that I made by outlining an image. Then I converted the mesh to nurbs and extruded those

A mantra I learned from graphic designers I used to work with is:
If it looks good enough it is good enough!

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Here you can see how simple the windshield is:

I used one tilted curve that I moved from bottom point to bottom point to align the top points, so the windshield is single curved (ish). I am not pedantic on this, I just want it too look correct enough if a motorhead with OCD should stumble upon this thread :wink:

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Thank you @Holo .

My pleasure! And happy Easter.

Here is a little test of using decals on Sub-D’s. Works like a charm, but Raytraced forgets them if I alter a material color while it is running, so I have to restart Raytraced @nathanletwory (I’ll pm you the file if you want to have a look)

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That is a known issue and on my list.

Nice model you got there!

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I love the ability to layer decals on top of each other… throw a few old school product stickers on it like hooker headers, or thrush mufflers… or an nhra permit sticker for the local drag strip… :wink:

what an amazing piece of work… thanks for sharing the progress…

this is where I start leaning on @nathanletwory for some 3d paint tools… (and he tells me to bugger off and use substance painter)

I would never do that.

Tsk, just use Blender.

:stuck_out_tongue_winking_eye:

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Now we’re talking: bitching flames, love it. Truly fine work.

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