Jump to content

Cerbera

Community Staff
  • Posts

    17,955
  • Joined

  • Days Won

    733

Everything posted by Cerbera

  1. Ok, so the broad strokes... 1. I would start with the front flat part, and start with a few low poly discs to get round the corners nice and evenly... 2. Next step would be to join those, remove the bits we don't want, get a gloriously even perimeter, and patch the inside, thusly... Of course this shape could be described with less polygons than that, but we need to think about the density needed elsewhere, and the subsequent connection of these so far disparate patches, so I have gone a little higher than is strictly necessary out of context. 3. Next we can leave that patch, and start the handle, which needs slightly more polygon density on the right hand side, like so, or thereabouts... as this is isolated topology there is no need to match segmentation left and right sides, but left side should match the patch to the left, and right side should be a line down the centre of every 'hole'. We do not need more than that now because we will be using staged subdivision on all patches when we need it, later, to put the holes in. 4. Last in the patching department would be to make the neck, which we will do with auto-projection and poly pen in order to give us the edge flow we want whilst still maintaining a perfectly cylindrical front half that the neck demands. Eventually this will become symmetrized, so we are still only building 1 half initially. Your reprojection form can be just a cylinder (no caps), under SDS with the base mesh tweaked to follow the subtle curvature there. Here is mine before I start laying down the loops we'll actually use... ..and here is the patch I need, created over the top of that with poly pen... that needs quite a specific edge flow, which is probably the below, or something quite like it... That patch has used projection, so will be rounded correctly, but most importantly, whilst still having all the right edge flow and segmentation to join to the adjacent patches it will later connect to. 5. Now we can start moving those patches around in 3D space to get the depths right before we begin expanding, and joining them, and adding depth and detail to handle and neck etc. Hopefully that is enough to push you off in the right direction, and I have other work to do today, but will pop back later / tomorrow to add more if you need it... CBR
  2. Lols... Well I mustn't do thread derailment, but as you asked so nicely... Looks kinda cool at night as well, where we can do proper 'mid-life-crisis' style Tron cosplay as well 🙂 I'm sort of going for the Sith Holocron look. Please don't tell anyone that machine can go at 112 kph !! If you would like to know more, that's a highly customised Begode Master, and people riding them look like this... CBR
  3. Well this is what happens when budgets top the billion dollar mark and you got 10 years to make a thing... if I was working like that I'd want every drop perfect too ! CBR
  4. Not that I am hugely aware of - I was more just reaching around for reasons people might not do trad modelling so much any more ! I'm certainly still doing it, and still enjoying it ! Lols - yes there may be things to hear in a month or 2... just seeing if an idea has got (orchestral) legs ! CBR
  5. Despite all the fabulous and fast new methods Cinema offers, traditional SDS modelling will still produce the nicest and most usable result here. I can certainly help with that if you are struggling, either with general pointers and advice or step-by-step over skype if you would prefer a high-detail in-depth version... the latter can't be free alas, but is there as an option if you would like it... please pm me if so... CBR
  6. First couple of months of the year are pretty dead 3D-wise I find, so things do go a bit quieter then. I haven't been around so much recently because of musical projects, and it's the season for electric unicycle touring so I have been out a lot more than usual. But when I have popped in I don't find many modelling questions these days to answer ! I am beginning to think that either nobody does modelling any more, or that AI / procedurals / nodes are doing it for everyone already ! CBR
  7. What ?! I've got a wicked colour scheme going on perfect for me that only took like 3 key changes ! CBR
  8. No I think the dual colour schemes were abandoned some time ago. But we do still have the flexibility to change nearly every aspect of the application in prefs of course...
  9. I finally saw the movie last Friday ! Thought I'd fall asleep / be uninterested in plot despite amazing visuals, but no, Mr Cameron had my eyes locked to the screen for the entire 3 hr 20 duration !
  10. I like to drag my Structure manager back where it used to be, as a tab next to layers. Always useful to have that around whilst modelling - it is unique in its ability to identify and find ngons, tris etc etc, which might not be identified in Mesh Checker. CBR
  11. Shouldn't matter. Bump is independent of geo. CBR
  12. I also have this issue, albeit rarely. I do have a 3D Connexion Space Mouse. But Cinema can take a while to fully quit even when it does clear eventually - sometimes I have to wait about 30 seconds after Cinema shutdown before, for example, I can install a new version without it noticing it is still running. CBR
  13. Welcome to the Core 🙂 Please complete your profile so we know which platform you are running this on - makes a difference to some questions. That shouldn't take very long - on mine it is just a few seconds. It cannot be turned off as far as I know - it is to do with optimizing the Asset Browser. CBR
  14. Yeah, the alembic will probably end up being the end stage of this, but I think you might have to bake down other components of the rig first, and I'm afraid I lack expertise here like Deck - it's not something I ever have to do either ! Hope one of our motion guys can jump in and assist... CBR
  15. I do see what you mean. In Animation Mode clicking on a keyframe point in the path doesn't select it or move play head to that frame, it just deselects the object, and consequently hides the entire track ! However I am able to click and hold / drag points on an animation path to transform keyframes about as I am expecting. But I agree that disabling auto-tangents and selecting spline as the type does not convert a linear keyframe to a bezier one. However I can't remember if that used to work, and don't have a version old enough to test with currently installed... Could you be very precise about what functionality you are expecting here, and what exactly you could do in 23 that you can't in 2023. Perhaps a short video might be helpful ? CBR
  16. Oh I see. Yes in that case I concur; it doesn't work en masse. CBR
  17. I selected those objects / tags exactly as @Vizn specified above... CBR
  18. Not in 2023 you don't - works perfectly there in one move for me... note the 3 selected object material tags below that have just had their material replaced in one hit... CBR
  19. Unfortunately you didn't include your image bitmap, so I can't usefully test this, but do any of the Fix Texture options in the grid cloner help you at all ? CBR
  20. You can definitely have more than 1 OM, which is very helpful for moving things about in huge hierarchies. But I have never needed, or seen a way to get 2 Material Managers. I don't think that has ever been pop out-able, even when it wasn't hot-cornered. CBR
  21. Yep - never seen that here on Win 10 / chrome. Weird. CBR
  22. If you look at nearly all existing maps of the human head they have these proportions, which are not incorrect as far as UVs go. However you can do what you want, though it is ill-advised, by using the magnet tool, which is like soft selection, but for UVs. If that doesn't do what you expect, play with its radius settings, which are unintuitively little to do with the actual area of effect. Generally you need a MUCH smaller brush size than you think you will. And don't forget you can project and relax parts of the mesh only - you don't have to do all of it at once. So you could project just the face, frontally, give it the size you want, then independently project and terrace the other island(s) back to it, but as soon as you do the re-relax you will need then, it will tend to go back to the sort of proportions above, because they are most correct. CBR
  23. Please could you pop your software version in your profile under DCC ? Ok... 1. You don't have the Plain Effector connected with the cloner. Presumably it wasn't selected when you added it. Solve that by dragging it into the effectors tab in the Cloner. 2. You don't need rotation on all directions - just P I think (if cam will be top view based) 3. Your quantize step value in the Field was not 4 as it should be. Sort those out and works like a charm... CBR
  24. WETA have teamed up with Skynet (AI) to bring us 'the best water ever', and here's a little bit more on how they did that... CBR
×
×
  • Create New...