Welcome to TalkGraphics.com
Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 31
  1. #11
    Join Date
    Mar 2001
    Location
    Liverpool, NY USA
    Posts
    1,137

    Default

    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.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	threads.gif 
Views:	362 
Size:	9.8 KB 
ID:	16238  
    Gary David Bouton
    Gary@GaryDavidBouton.com
    Free education! The Writings Web site
    and the updated GaryWorld Gallery is pretty okay, too.

  2. #12
    Join Date
    Mar 2001
    Location
    Liverpool, NY USA
    Posts
    1,137

    Default

    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.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	bulb.jpg 
Views:	358 
Size:	7.3 KB 
ID:	11800  
    Gary David Bouton
    Gary@GaryDavidBouton.com
    Free education! The Writings Web site
    and the updated GaryWorld Gallery is pretty okay, too.

  3. #13
    Join Date
    Feb 2001
    Location
    Beaverton, OR, USA
    Posts
    333

    Default

    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.

  4. #14
    Join Date
    Mar 2001
    Location
    Liverpool, NY USA
    Posts
    1,137

    Default

    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.
    Gary David Bouton
    Gary@GaryDavidBouton.com
    Free education! The Writings Web site
    and the updated GaryWorld Gallery is pretty okay, too.

  5. #15
    Join Date
    Feb 2001
    Location
    Beaverton, OR, USA
    Posts
    333

    Default

    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.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	cube-subpatch_weights.jpg 
Views:	334 
Size:	48.8 KB 
ID:	10828  

  6. #16
    Join Date
    Aug 2000
    Location
    Meridian, MS
    Posts
    1,017

    Default

    Well hopefully you can figure this out. We all have most likely used one of this before.

    --Randy
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	FloppyDisks.jpg 
Views:	292 
Size:	87.1 KB 
ID:	13626  

  7. #17
    Join Date
    Feb 2001
    Location
    Beaverton, OR, USA
    Posts
    333

    Default

    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]

  8. #18
    Join Date
    Aug 2000
    Location
    Westbank, BC Canada
    Posts
    1,387

    Default

    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...
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	gamepad_rendered.gif 
Views:	274 
Size:	28.8 KB 
ID:	19484  

  9. #19
    Join Date
    Aug 2000
    Location
    Westbank, BC Canada
    Posts
    1,387

    Default

    ...version. [img]/infopop/emoticons/icon_smile.gif[/img]
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	gamepad_wireframe.gif 
Views:	249 
Size:	23.2 KB 
ID:	16744  

  10. #20
    Join Date
    Aug 2000
    Location
    Meridian, MS
    Posts
    1,017

    Default

    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

 

 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •