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Cerbera

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Everything posted by Cerbera

  1. It's only a guess, but I would imagine the text describes things most helpfully from a mathematical / scientific perspective, whereas the use of these things practically in apps is more based on what is useful to see to be able to most easily / conveniently change that spline. I suspect our B-spline (Bernstein basis) primitive is mainly there for people who like to input changes via the other method ! I am happy as long as there are both options available ! CBR
  2. Spline is short for Smooth Polyline. It derives from the flexible spline devices used by shipbuilders and architects / draftsmen to draw smooth shapes (circa 18th century I think). NURBS is my favourite though - Non uniform Rational B-smooth polyline ! CBR
  3. Well this isn't big or clever, but just checking you know that if you put objects under a cloner (like ALL the objects) and then Linear clone they will preserve their order as it appears under the cloner in the OM ? So, if your objects under the cloner are Sphere, X number of squares, Pyramid, that should give you what you need, no ? CBR
  4. Cerbera

    1:1 Tutorials

    Hey Harry I may be able to help there - I offer exactly that sort of service - either providing structured modelling lessons or 'as-needed' project based help. I can certainly show you how to model the all the things on your reference page. Check out my profile, and drop me a PM if you think I am the person to help you, and we can discuss... Many thanks CBR
  5. Lovely dose of atmosphere there 🙂 CBR
  6. Yes yes I am sure THAT's what it is. Needs more orange bits 😉 CBR
  7. That wood is LOADS better as is the overall render 🙂 Great job, Aces or not ! CBR
  8. Lols 🙂 Actually I am also staying on 1920 x 1200, but at least I now have a monitor that CAN do better, even though my eyes can't 🙂 CBR
  9. OK, can't believe no1 has done it yet, so I will take the hit for us all... My New Year's Resolution is 3840 x2160. CBR
  10. Yep - me too - all the best to everyone for an excellent 2022 ! For anyone missing spectacular fireworks, may I present some of the UK's 'best'... CBR
  11. Good good - looking much better all round I'd say 🙂 I think the front port by the leading edge could also have its edge flow redirected around it before it dives into the hole. Ctrl-sliding the closest edge loop should do it, but if not I'd just cut it in manually... We can lose the complex pole there, as I have above, but I don't think it's strictly necessary to do so - it was only a 6 point pole, and positioned somewhat ideally for SDS to be able to nicely deal with it. CBR
  12. I had insomnia in the night, so continued a bit with this, and then actually left your intended design slightly (!) with the aim of showing you some more optimum edge flows etc etc... so below I have 'completed' the rear vent in just one of the myriad ways in which we could do that... that looks like this... And breaking that down into stage, in case it helps you with yours... Referring to following... 1. Beginning with the opening I made yesterday, first step is to ctrl-scale in a small loop to redirect the edge flow around that hole (yellow arrows) 2. Then I added some edge loops along the 'spike' to get more density there, and bridged from one side of the hole to the other (green lines) 3. Then I added those 3 loops (purple lines) with loop cut and moved those into an inverse curvy shape matching the outer side roughly... 4... which gave me 8 edges (red highlighted) I could then extrude back into the hull, and rotate the round the corner. Lastly I did a round of tweaking in which I evened out and prettified all the edges etc etc, and then patched the end to quads with the 14 edges I had there. Now I don't know if that is exactly the sort of vent you want there, but I figured it might be useful to you to see that approach regardless. CBR
  13. Very nice 🙂 I reckon that wood needs to be slightly shinier (they tend to go through multiple polishing processes to achieve a sort of multi level sheen), and a little more contrasty / darker but the grain and mapping are ace. And talking of Ace - I am guessing this isn't an ACES workflow ?, and if not would be interested to see this in one ! Metal band is especially good so far, though I can't decide if it's copper or gold. Whatever it is, I like it ! 🙂 CBR
  14. Just popped back to show how I have now adapted the leading edge of that wing to make it physically aerodynamic, should you want such a thing, as I imagine you might... So just tweaking those 2 rows of verts at the front there out and up, to get a surface that would actually produce lift... Just a thought... CBR
  15. Excellent file, and notes so far. However we should stop here, fix the horrible bits, then resume. I have repaired your mesh thusly... So, first I deleted everything to do with the inner thickness on that back port - too much was going wrong in there to repair it, so we'll just fuck it off altogether back to the point where everything was fine. Alas everything wasn't quite fine as we moved outside that to the top and bottom of the wing, which I had to sort out in terms of flow, distribution, poles, and a few more minor less desirable qualities, some of which you had flagged in your excellent annotations. This took me 15 mins to repair, and now we are back to ideal edge flow everywhere, no complex poles, ngons, triangles or other such nonsense, and we're in a really very good position to go on from here to recreate that inner bit of the other vent. 'Port border loops, ready for action, earlier...' Let me know if you'd like the file, but I imagine someone with your levels of grit and determination will want to have another pop at it yourself first.... Hope that helps CBR
  16. When .113 came out they listed all 352 bugs addressed, so I don't think we can accuse them of lack of transparency ! Perhaps they will update that list in time, but at least they hotfixed something important and got it out nice and quick, which was the main thing... CBR
  17. Well it's positively criminal that they don't show us the wires for Robot 😉 CBR
  18. I quite like both variations of those materials - the velvetiness really comes across well. But i do think it may be a little intense / vibrant, and recall that most red velvet I have seen particularly is a fair bit darker than that and slightly less saturated. Just a thought - it's an exceptional render regardless ! CBR
  19. I've been in it since R10 and was on MSA up to R21. Last year I upgraded to R23 perpetual, and I intend to do the same to R25 perpetual just before R27 arrives, presuming that is still an option, which I hope it is. Most of my clients / upstream colleagues are using most recent versions / are on subs. Teaching-wise it's much more variable. I have some students on R18, 1 on R20, and the others are R25 subs, so something of a mixed bag. CBR
  20. You could fix the topology on the octopus's head 😉 Naughty triangles. Otherwise beautifully modelled ! CBR
  21. Oh that is VERY cool 🙂 Despite it being literally one click away from a 'do what I'm thinking' button, and feeling rather too much like cheating, I kinda also don't care because it's such a cool thing to see happening in front of you. Instant backdrops ! I haven't had time to watch the vids yet, but I hope we get HDRI panos out of it , and massive resolution etc etc Lovely that it's free for beta as well - good find HP ! CBR
  22. Nope. That was modelled specifically for how it reacts to toon shading, which is the point of his discussion video, and what they have to do with each other, which is more than you'd think ! 🙂 and on that I couldn't agree more ! So what I take from this is that some specific and directed triangulation can fix some toon shading issues where traditional topology would produce less desirable results, but that I view that as something of a Pyrrhic victory given what you have to give up to get it, which is SDS and character based edge flow by the looks of it ! CBR
  23. Hardly. You seem to have missed the epic list of fixes in that update, and mistakenly used the words 'instead of' rather than 'as well as'... CBR
  24. Yeah I am pretty sure some have gone back already, just not all of them. CBR
  25. We can ! I will be interested to hear @everfresh's take on that, given that his cartoon / stylised works all have really nice topology as I recall AND perfect shading !! I will watch that vid, but presumably it goes without saying that you'd have to sacrifice any SDS to be able to use topo like that ? CBR
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