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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 11th April 2007, 01:25   #41 (permalink)
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another method, quicker than what i've described in the previous post, but not as consistent (at least not on my machine, because Hex doesn't always accept numerical input):
  • Make a box, tesselation 4
  • use "X" (tesselate tool) to connect the 3 vertices that surround each corner
  • then select the 3 polygons at the corner and "dissolve" (backspace key) so you will now have a flat triangle at each corner.
  • Now select all of the planar faces that make up one side of the box.
  • then use radial extrusion with faces joined. Use numerical input for consitency. Do this action twice.
  • Now select the planar faces on another side of the box, and repeat until you've done all 6 sides.
  • extrude your "dots"
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Old 11th April 2007, 03:22   #42 (permalink)
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I'm waiting on the "edge-modeling-only" guys to show us how to do it that way.

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knitting polys the way our ancestors did - 1 poly at a time
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Old 11th April 2007, 12:42   #43 (permalink)
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Here is a quick video - hope it helps.

The file is about 9 mb and uses divx codex. I had a slight problem when extruding the "spots" - maybe because of the screen capture software so there is a cut in the video there. Anyway all I did was radial sweep the selected faces in on themselves then axial sweep them back, in again and the outwards. When smoothed it looks ok.Remember so select the "each face independently" option when doing the sweeps.
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Old 11th April 2007, 13:22   #44 (permalink)
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Dice video part 2

Forgot to add this so here is part two

All this is showing is that by adding a loop around the outside of each dice side you can "sharpen" the edges. In the video I use two loops although you will get very similar effect by just using the outer loop (ie delete the inner loop) and it will save a few (quite a few) faces.

This method produces very high poly counts - but I guess these could be reduce afterwards ?
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Old 11th April 2007, 23:22   #45 (permalink)
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Quote:
Originally Posted by are View Post
This method produces very high poly counts - but I guess these could be reduce afterwards ?
Problem is that your dimples are made out of extrusion of one single quad. That needs a lot of smoothing to look even remotely round. Much less subdivisions is needed if you do something like I did (I used 4 of them)

Base model of my dice has 1440 faces (one time subdivided prior the render)...

Interesting how "boolean approach" posters conveniently "forgot" to show wire-frames of their models
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Old 11th April 2007, 23:30   #46 (permalink)
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This is my wireframe
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Old 11th April 2007, 23:32   #47 (permalink)
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Wrong picture
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Old 11th April 2007, 23:42   #48 (permalink)
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That is actually a clean representation of your wire-frame in hexagon (where not all underlying geometry is shown and where n-gons are neatly "dissolved").

Export that as OBJ and re-import it, than you will be able to see what is really there
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Old 11th April 2007, 23:45   #49 (permalink)
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Thanks for that

.I see why that should work - but would never of thought or it myself. I was going to call it a day with dice but will have to have another go now

Anyway here is my best effort to date (1488 faces + one smooth) but no way as smooth as your.

and for fun a quick render of the ultimate car accessory
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Old 11th April 2007, 23:55   #50 (permalink)
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Very good sir, I like it much better (all-quads goal was achieved as well)
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Old 12th April 2007, 00:25   #51 (permalink)
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My first try at the first part of the tutorial
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Old 12th April 2007, 11:03   #52 (permalink)
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Lonegunman, can you show the cube before you start to extrude/sweep the spots please ? My experiments up to now are not too successful ...
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Old 12th April 2007, 13:33   #53 (permalink)
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Smile Sure

Here we go...
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Old 12th April 2007, 14:58   #54 (permalink)
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Thanks for that.

When you are sweeping the dots do you have to do each one separately ? ie if you select the six side (in this case 24 faces ?) how do you end up with 6 indents rather than just 1 ? The only way I can do it is by doing each dot one at a time.... Also do you move the "corner points" on each dot out before the sweep to make them more round ?
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Old 13th April 2007, 02:28   #55 (permalink)
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some non-poly dice made with rhino nurbs surfaces

wayne k
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Old 13th April 2007, 03:51   #56 (permalink)
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GO RHINO GO !!!
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