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Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting.

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Old 8th April 2007, 21:54   #21 (permalink)
stu
 
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quickie image

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Old 9th April 2007, 01:09   #22 (permalink)
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Quote:
Originally Posted by laughingnome View Post
ok you dont need to lock anything to copy on support and you are eyeballing the clones E-Z not very precise

heres how i would create the die.
click and drag the cube into the workspace,set tess to 2 in the properties box and click in the workspace to validate.
click and drag the sphere into the workspace, just drag it anywhere and scale using the universal manipulator.
select copy on support and click on the cube and hit validate.
delete the original sphere.

ungroup the new group in the scene tree and delete all unwanted spheres.
regroup them by hiding the cube and selecting all.
unhide and boolean the cube.
then chamfer.
it sounds like more work than it is

stu
Got it Here is a Video of it> http://www.ezbrush.mediabakers.com/dice/dice.html

Last edited by E-Z; 9th April 2007 at 01:21.
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Old 9th April 2007, 01:59   #23 (permalink)
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Old 9th April 2007, 03:13   #24 (permalink)
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This is my dice/die
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Old 9th April 2007, 03:27   #25 (permalink)
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How did everybody overlook the 2nd most important characteristic of dice? without "dice corners" the dice wouldn't roll! There is a very easy way to fake a dice corner (as this screenshot). It's not as nice as LoneGunman's model but is much faster and would be fine for distant shots:
  1. select the 8 corner vertices of the box
  2. push them in slightly with the stretch tool (using the "normal" option)
  3. then "grow" the selection once, so you have 4 verts selected at each corner.
  4. Push in a little bit more with Stretch tool.
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Old 9th April 2007, 04:05   #26 (permalink)
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A quick test render in carrara
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Old 9th April 2007, 05:43   #27 (permalink)
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Another render in Carrara
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Old 9th April 2007, 05:45   #28 (permalink)
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Another way of getting the dices to look less square is by chamfering the box before the boolean operation.
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Old 9th April 2007, 06:02   #29 (permalink)
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IN THEORY! the sum of of the removal of "weight" --hole size removal quantity total--for each of the sides should be equal!

Now lets see THAT end result!
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Old 9th April 2007, 07:26   #30 (permalink)
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oh cool
here is mine.

one made in Hexagon on the left and the other made in zbrush on the right
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Old 9th April 2007, 07:50   #31 (permalink)
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Both great E-Z, The Zbrush one solves the weight distribution problem probably.
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Old 9th April 2007, 11:49   #32 (permalink)
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yep thats pretty much the way i did it E-Z nice video.

nice renders by everyone

stu
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Old 9th April 2007, 12:55   #33 (permalink)
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Thanks!

Quote:
Originally Posted by jbshorty View Post
How did everybody overlook the 2nd most important characteristic of dice? without "dice corners" the dice wouldn't roll! There is a very easy way to fake a dice corner (as this screenshot).
Thanks, jbshorty! This is exactly the information I've been looking for and been my main problem.
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Old 9th April 2007, 21:35   #34 (permalink)
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Originally Posted by Tassilo View Post
Thanks, jbshorty! This is exactly the information I've been looking for and been my main problem.
Why not fake the whole thing? It's unnecessary to model geometry for the cutouts. It can be 100% faked with a displacement map (it's much more flexible than using geometry too). Just apply "box" UV's to your model, paint a quick map in Photoshop (medium grey background with black dots that blend to medium grey at their edges), apply in displacement channel for render. Here's a quick render of 100% "fake" dice...

shorty
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Old 9th April 2007, 22:05   #35 (permalink)
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I think that we need to sent you to the nutty corner...
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Old 9th April 2007, 22:07   #36 (permalink)
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it seems i will not be alone. Don't you get tired from banging your head on your desk all the time?
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Old 10th April 2007, 18:48   #37 (permalink)
are
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and one from me...
carrara render and a screen grab from hex before any smoothing was applied. Hex file in zip if anyone wants it.
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Old 10th April 2007, 20:29   #38 (permalink)
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here's a tut (for 3ds Max), where boolean is used.
of note in the first part of the tut
Quote:
A few rules to remember about Dice:

1 & 6, 2 & 5, and 3 & 4 are always on opposite sides.

1,2, and 3 always touch the same corner. The same with 4, 5, and 6.
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Old 11th April 2007, 00:13   #39 (permalink)
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OK. I was interestred myself to learn how to make real dice corners. So here is a quick explanation.

shorty
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Old 11th April 2007, 00:16   #40 (permalink)
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nice work are, chamfer points for the corners and a tess 4 cube and select edges and extract along ?

stu
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Last edited by laughingnome; 11th April 2007 at 01:07. Reason: typos
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