WytRaven's Robot WIP

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WytRaven
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Post by WytRaven » Sun Nov 25, 2007 4:17 am

No booleans, no bevel tools/scripts have been used in any way on any part of these objects. :lol:
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

kadajawi
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Post by kadajawi » Sun Nov 25, 2007 4:44 am

No booleans? Sir, herewith I officially attest you that you are sick. :D Awesome!

Well, it's not a half sphere, doing that would definately make it harder/mean some work, but you didn't request that. :P

Didn't use any booleans or bevel stuff as well. I'd say I took about 30 mins (messed up once and had to do quite a bit again, and I'm ate a pizza, so there go the remaining 15 minutes since my last posting).
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alex22
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Post by alex22 » Sun Nov 25, 2007 4:51 am

I just thought about the edges. That can't be a normal sphere, or your edges would have been jagged. It has to be several connected uv spheres (which are easy to connect to cylinders. Does it look something like this?
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kadajawi
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Post by kadajawi » Sun Nov 25, 2007 5:18 am

UV spheres are the standard sphere of C4D, right? That means in one direction it is easy to connect to a cylinder, that's what I did. But how can you connect several such spheres which are at the same place?

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Post by StompinTom » Sun Nov 25, 2007 5:27 am

alex22 wrote:I just thought about the edges. That can't be a normal sphere, or your edges would have been jagged. It has to be several connected uv spheres (which are easy to connect to cylinders. Does it look something like this?
yeah thats how i figured itd be done. the triangles bother me a little though. the beveling between the cylinder and the sphere can just be done by throwing in one or two face loops at the intersection point, or just sharpening the existing edges.

alex22
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Post by alex22 » Sun Nov 25, 2007 5:50 am

Now there are no triangles and all quads are of similar size.
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Kram1032
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Post by Kram1032 » Sun Nov 25, 2007 7:09 am

@kadajawi:
there are exactly two weaknesses in blender:
Booleans and NURBS.
So, there is no way to use one of them to archive what Wyt did!
@alex22:
both attempts are very nice!
How did you do them? :)
@Wyt:
did alex find your secret?

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Post by alex22 » Sun Nov 25, 2007 7:47 am

Its very easy:
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3.PNG
Invert the selection and delete selected vertice. Then it looks like in this picture. Now you have to fill the holes like I did above. At last, you have to correct the vertice you created where the hole was, to compensate the flatness in that area compare
3.PNG (251.57 KiB) Viewed 2777 times
2.PNG
Then press ctrl & '+' on numpad, which selects all vertice connected to the current selected ones. Do that until the circles meet (like in the picture).
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1.PNG
First make a uv-sphere (I used with 32/32 settings, the number of rings should be a multiple of four, and the number of segments should be even) and duplicate and rotate by 90° 2 times, so it looks like on the picture. Then select the end vertice (which h
1.PNG (329.94 KiB) Viewed 2777 times

kadajawi
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Post by kadajawi » Sun Nov 25, 2007 8:21 am

wow. I'm always impressed when people are able to avoid triangles. :D
Oh... hm, ok, Cinema 4Ds booleans are a bit troublesome too, sometimes doing lots of nonsense. One has to be careful with them, but it can be fixed... I think it's easier than doing everything by hand. I once did everything by pushing around the points and copying, that was terrible. :D

Cool tutorial alex, surely comes in handy one day :)

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Kram1032
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Post by Kram1032 » Sun Nov 25, 2007 10:17 am

simple but effective, nice :)

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WytRaven
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Post by WytRaven » Sun Nov 25, 2007 12:15 pm

Alex22: Although that is a cool way of doing it (and probably easier, than what I did) it's not how I did it.

I actually did it when this object was still only 90 degrees around the Y axis and used a vertex group made of the cylinder end, the 'cast' modifier using the sphere's center as the point of reference, and an edge loop knife cut to make the bevel :) There's always more than one way to achieve something :lol:

Actually it's funny but if I hadn't been working on a 'quarter' object at the time, and if the vertex resolution of the two objects had been matching, I probably would have see that I could have used an even simpler technique using the 3D cursor and virtual plane alignment (something I've discussed on these forums elsewhere before and should have seen as obvious :shock:). Working on a quarter only had my mind seeing complicated curves where there weren't any...hard to explain but I know what I'm taking about 8) Now if this hadn't been discussed then I probably would have never noticed that so thanks guys for participating in this discussion.

Here's the mesh (bottom bit shows what I mean by Quarter Mesh):
Image
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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Kram1032
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Post by Kram1032 » Sun Nov 25, 2007 12:22 pm

a very very nice mesh!
alex' way to do it, wouldn't be enough as it's not exactly the middle...

yeah, if you learn to control it, the cast modifier can be nearly as useful as the edge-split modifier, sometimes :) (subsurf is even more useful, I'd say...)

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WytRaven
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Post by WytRaven » Sun Nov 25, 2007 12:25 pm

@kadajawai: Can we see your mesh kad? I would be interested to see if you used a different technique as well :)
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

kadajawi
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Post by kadajawi » Sun Nov 25, 2007 12:45 pm

Yep, looks good :)

My problem would be the thing at the side. I've done a boolean there to show what it would make in C4D, I think I could do what you have done based on that, would mean quite a bit of work though to fix the mesh. Alex way seems to be the best to me.

@Kram: Why isn't alex way precise enough?
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WytRaven
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Post by WytRaven » Sun Nov 25, 2007 1:11 pm

@StompinTom: I am puzzled by your comment about triangle bother you. Why do they bother you? Quads are just a pair of triangles after all...
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

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