Don't get me wrong, that sphere that alex created would be an awesome addition to blender's primitive set (UV Sphere, Icosphere, and Alexsphere
WytRaven's Robot WIP
@kadajawi: Thanks for sharing your mesh. The issue with alex's way in the context of my object is that the 'sawn off edges' of my sphere don't fit within the perfect symmetry of his technique. His technique is bound by that symmetry and so if I had used that method my bearing enclosure would have had to have been much wider than it is to avoid similar messy edges to your booleaned one, and therefore a lot of manual face creation on top of the time taken to build the unique sphere in the fist place.
Don't get me wrong, that sphere that alex created would be an awesome addition to blender's primitive set (UV Sphere, Icosphere, and Alexsphere
) as I can think of a multitude of modeling situations where it would be very useful. However for this particular situation it would take significantly more time to get the desired result by using that technique.
Don't get me wrong, that sphere that alex created would be an awesome addition to blender's primitive set (UV Sphere, Icosphere, and Alexsphere
@first post: They give irregularities in subsurfed meshs and even without subsurf, quads look mostly smoother than triangles. Thats mostly important for organic modeling, but should also be considerd here since you have smooth, round surfaces too. Try it and triangulize one half of your mesh, and compare to the other half.
edit:@second post: indeed
But you forgot the "subsurfed cube sphere".
Here is a useful script, at least to me: (Geomtool)http://www.hybird.org/~guiea_7/
Its similar to boolean, but just for single edges or faces.
edit:@second post: indeed
But you forgot the "subsurfed cube sphere".
Here is a useful script, at least to me: (Geomtool)http://www.hybird.org/~guiea_7/
Its similar to boolean, but just for single edges or faces.
I decided to check into that blenderartists site that Kram mentioned earlier and found this:
http://blenderartists.org/forum/showthread.php?t=96207
I think I've found my benchmark...

I do agree with what some people said, in that there is such a thing as too much detail, but that doesn't mean that this chick (or dude with a weird attention deficiency issue) isn't unbelievably skilled in the art of mechanical modeling!
http://blenderartists.org/forum/showthread.php?t=96207
I think I've found my benchmark...
I do agree with what some people said, in that there is such a thing as too much detail, but that doesn't mean that this chick (or dude with a weird attention deficiency issue) isn't unbelievably skilled in the art of mechanical modeling!
@Wyt: Those models are amazing O.o
your detail is pretty close to that, except it's not that finished, yet
@BbB: the cast tool is very simple, as long as you have one-layered stuff.
As soon, as you have overlapping edges/faces (POV = center), and your aim is not to flatten it out, completely, you'll need to use vertex-groups.
And I didn't figure out the advanced settings of it, yet (with the definable radius, etc.)
your detail is pretty close to that, except it's not that finished, yet
@BbB: the cast tool is very simple, as long as you have one-layered stuff.
As soon, as you have overlapping edges/faces (POV = center), and your aim is not to flatten it out, completely, you'll need to use vertex-groups.
And I didn't figure out the advanced settings of it, yet (with the definable radius, etc.)
It's been a while since I posted anything on this so here is a pretty poor render which was actually done to test the diamond material I completed recently. It just so happens that it also contains both my completed cylinder object and my stepper motor. So I am still.....very slowly.... working on my robotics parts library. 


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