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That is a very well laid out explanation, Earl. One question, and I cannot see it from your screendumps: does the thread spiral, or are those a sequence of rings at the base?
BTW, I discovered a way to do a thread by using four profiles. aligning them to their backs, and then skinning them. Attached is a picture of the threads technique, and then a render of it.
Kindest Regards,
Gary David Bouton
Gary@GaryDavidBouton.com
Free education! The Writings Web site
and the updated GaryWorld Gallery is pretty okay, too.
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Earl--
Isn't the bulb part a mother to sculpt realistically? I must have gone through half a dozen splines to lathe.
My Best,
Gary David Bouton
Gary@GaryDavidBouton.com
Free education! The Writings Web site
and the updated GaryWorld Gallery is pretty okay, too.
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LIGHTwave - You got that right Randy! [img]/infopop/emoticons/icon_smile.gif[/img]
The thread is a 'sequence of rings,' Gary. I was thinking of actually modeling the spiral in SDS. One of the biggest rules for modeling, though, is to model efficiently - don't model something that won't be seen or noticed, and never go into unnecessary detail, or your project will never meet the deadline. And since a lightbulb isn't likely to be seen any closer than a meter (and when it is, it is most often in the socket), modeling the threads was on the other side of that efficiency line. Now if it were for an industrial animation to be given to engineers, detailing the proper installation of the bulb into a socket, why then that would be different! [img]/infopop/emoticons/icon_wink.gif[/img]
That's an interesting way to do threads Gary, and it looks like it works out pretty well.
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Hi Earl--
I agree that you should not model what the audience will never see. I did my bulb the way I did because I had no idea from which angle I'd render it. I do a lot of simple tools and stuff and reuse them incessantly (now, where are my pliers? [img]/infopop/emoticons/icon_smile.gif[/img]
The modeling system that I'm using is an antique and I had to learn stuff in a different way that you have. At this moment, I'm lean on the dough, and proceed to use what I've invested 7 years in learning, even if it is a steam engine. I think that even if a box containing Maya were to drop on my front lawn tomorrow, I'd still find uses for Extreme 3D.
Why waste an education? That's why I took one look at InDesign, and said, "it's no better than PageMaker. Bye, now!"
Best Regards,
Gary David Bouton
Gary@GaryDavidBouton.com
Free education! The Writings Web site
and the updated GaryWorld Gallery is pretty okay, too.
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Agreed Gary, and quite understandable.
For anyone who's interested, here's another image which might better convey how vertex weighting works on subdivision surfaces.
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Well hopefully you can figure this out. We all have most likely used one of this before.
--Randy
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Very nice Randy. Looks accurate, and detailed.
Man, I had forgotten about those disposable floppy disks until now... [img]/infopop/emoticons/icon_wink.gif[/img]
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Hi guys (& dolls [img]/infopop/emoticons/icon_biggrin.gif[/img])...
Ok so, here's my entry for the newest contest.
If you're guessing it's a bowl of soup... YOU ARE SO WRONG!!! [img]/infopop/emoticons/icon_razz.gif[/img]
Modeled in Rhino, leisurely of course [img]/infopop/emoticons/icon_wink.gif[/img], in around... 45 minutes i guess. Never done this type of model before, so i had a couple things to think about; plus, i always "diddle" when i'm creating something. hahaa (and NO, not THAT kinda 'diddling'!) Doh! [img]/infopop/emoticons/icon_rolleyes.gif[/img]
Anywho... there it is!
Over...
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...version. [img]/infopop/emoticons/icon_smile.gif[/img]
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Mark,
Good looking game pad. The only suggestion I could make is that with Rhino's excellent blending power, is to blend the three main sections together.
A easy way is to boolean union the pieces together, then select solid fillet edge command, to fillet the joints where the sections meet. This will make it look like one piece.
--Randy