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Group hug!!
And to give you a basis of comparison, I re-did the faceplate using the same boolean operations (in Hex), UV mapped it, and exported to Carrara, and it took right around 4 minutes. A little longer. Although I always get messed up with Hex booleans because you have to go into faces mode, not object mode before you boolean, or it thinks you're generating a spline or something. Always messes me up.
Anyway, like I say, it mapped fine, renders fine, and is pretty quick. Though Carrara converts the big n-gon generated by Hex into a million triangles, which is messy but it works.
The advice to import an AI or EPS file is an "OPTION", and it applies in 3D software throughout the industry.
The spline (vector) shapes can be created just as easily within carrara,. as the OP has already done.
Importing an AI, or EPS is an "optional" method , mostly used when you're using technical drawings from a client, and it's also a short-cut for someone without much direct modelling experience.
I'm sure you're not seriously suggesting that by using external image editors or drawing programs that it's somehow wrong to do so, or wrong to make people aware of that option.
Okay, Andy.
You're right, and I'm wrong. Sorry for questioning you.
Thanks for providing level headed advice, I appreciate it.
Thanks Thoromyr :)
Joe :) Don't stop questioning. .. asking questions is how we learn.
I always use Illustrator to create any complex shapes. The drawing capabilities in Carrara Pro I can't say it lags, but the coordinates are made for the 3D world. And Illustrator if you have it is a lot faster for creating 2D shapes in layers then saving in Illustrator 3.0.
Hey roygee,
Let me add a few ideas to your technique.
1. Draw your hole shape.
2. Fill the shape with a poly.
3. Add thickness.
4. Scale the extruded shape to extend out past the original like you suggested.
5. Pick points along the sides that would form a practical group for one of the box edges, select the appropriate drawing plane, and send the points to the drawing plane. That gets them all aligned. Move those points back to the place where you want the box edge to be.
6. Do that for the other three edges.
7. Make adjustments on the edge points as necessary.
8. Select everything and send that whole mess to the appropriate drawing plane to flatten it.
9. Empty out the original shape to make the hole.
10. Select everything and add thickness to make the box with the cool hole (poof!).
Very much coolness!
I also should have mentioned to empty out the stretched poly after step 4.
Goodness me - that is so complex and long-winded!
We in Hexagon use a far simpler method:-
1. Draw the shape of the hole/circle
2. Fast extrude - yes, in Hexagon we can extrude polylines to form shapes!
3. Square off the edges by selecting verts along one side, make size on X axis 0 repeat for other side, repeat for top and bottom by making size on Y axis (or simply drag on the scale box of the universal manipulator) .
4. Use multiple copy tool to make as many replications as needed, with offset.
5. Weld
6. Add thickness.
The equivalent in Carrara would be to draw a circle/shape, copy/paste, scale up the copy and use ruled surface to join. After that follow 3 to 6 above.
One day I'll manage to figure out how to calculate the offset for replications in Carrara so that the copies fit exactly edge-to-edge - Hex does this automatically.
Cheers :)
No one brought up negative metaballls :ahhh:
;-)
I wonder why...:)
Another method that is handy in certain conditions is "fake boolean"...bridge opposite faces. Clean, quick and simple :)
Just to add to what I wrote above. If you have a complex shape which has convex and concave edges, the method I mentioned will not work - you'll get cross-over polys. In this case, boolean is a good option. Carrara automatically triangulates the N-gon, so no problem there and all renderers understand tri's.
You'll have a problem if you need to bevel/fillet and such. You could spend the next week sorting out the topology, or take it into Blender and use the remesh tool to instantly convert everything to equally spaced quads.
May as well do the whole thing in Blender - it's spline tools are nothing short of magic :)
I'm just a hobbyist, but it seems the circle hole is being made more complicated than it needs to be.
In Carrara, just insert a cylinder with one section, select the outside ring, extrude beyond the circle, then use symmetry to select vertical and horizontal sides and scale to zero to make a box or rectangle as desired. Delete circle and add thickness. No ngons, no fuss, easy to uvmap. Could start with an oval instead of a cylinder if you don't mind an extra step.
For multiple holes, use duplicate and weld as described by Roygee. For gaps more complicated than circles, Wendy and Andy provided straightforward options.
Edit - this is very similar to Kixum
Then there is the 'no modeling' hole method - using the ALPHA channel in the "Texture Room". :)
Good one there, diomede - I never knew that you could extrude edges in Carrara :)
Of course, with that method, you have the residual of the cylinder to delete - otherwise pretty much the same as other methods.
You could also extrude the ring of faces instead of the edge and after deleting the inner face, bridge the edges.
Shows that there are many ways to skin the same cat!
And don't go calling yourself "only an amateur" - most of us here are :)
LOL - nothing directed at you by the hobbyist comment. Sorry if it seemed that way. The first two pages of the thread had a lot of back and forth on what professionals do, as opposed to hobbyists. Just being clear that I don't claim to be professional, nor would I know what professional modelers usually do. Some of the earlier posts to the thread seemed to imply that was worth noting.
Excellent point, Design Acrobat.
I don't know how long you've been following the forum, but there is was a bit of, ummmm- shall we say- history with some of the posters in this thread. Myself included. Only one person on this forum was ever put on my ignore list, and it wasn't 3Dage.
I don't know how long you've been following the forum, but there is was a bit of, ummmm- shall we say- history with some of the posters in this thread. Myself included. Only one person on this forum was ever put on my ignore list, and it wasn't 3Dage.
The early posts of the thread do have a confrontational tone that I wasn't used to seeing on the forum. I see that the dates on the posts are relatively old. I started following the forum regularly about a year and a half ago, maybe a little more. I like the current forum better.
:-)
Me too! :lol:
Just as an example, I used the technique I listed above to see if it would work. If you have a complicated hole pattern, it can take extra steps to keep the vertices to the box edge untangled but it does produce reasonable results.
I wish I had seen this before I made the room at the top of my tower (aborted entry for this month's challenge - see http://www.daz3d.com/forums/discussion/45561/P255/#679025 ) Those arched windows took an inordinate amount of faffing about, and they still looked clunky. But now I've redone them using this technique, with duplicate & weld to make a row of three. (I only made 1 wall vertex object, then duplicated, rotated & grouped it to make the room. This has the advantage that it's easy to take a wall out for easy scene setup etc.) Took a tiny fraction of the time and looks much better, IMHO.
To make an arch, simply select the bottom half of your cylinder, scale to zero and drag it down to get the right height.
To make the window frames, select the interior faces of the arch, duplicate, scale and add thickness. The curved centre sections are just another arch frame cut in half.
I wish I had seen this before I made the room at the top of my tower (aborted entry for this month's challenge - see http://www.daz3d.com/forums/discussion/45561/P255/#679025 ) Those arched windows took an inordinate amount of faffing about, and they still looked clunky. But now I've redone them using this technique, with duplicate & weld to make a row of three. (I only made 1 wall vertex object, then duplicated, rotated & grouped it to make the room. This has the advantage that it's easy to take a wall out for easy scene setup etc.) Took a tiny fraction of the time and looks much better, IMHO.
To make an arch, simply select the bottom half of your cylinder, scale to zero and drag it down to get the right height.
To make the window frames, select the interior faces of the arch, duplicate, scale and add thickness. The curved centre sections are just another arch frame cut in half.
very nice
great looking textures
Yeah... Tim_A and Kixum... Awesome!
Great job, Kixum and Tim. For buildings with windows and such, you might want to check out Roygee's suggestions at post #19 here.
http://www.daz3d.com/forums/discussion/29357/P15
In some cases, you could create a square panel using ruled surfaces like Roygee, then replace the square with a fancy cut out using Kixum's suggestions.
Since discovering that Carrara can do edge extrusion just like Hex, I'm over the moon because most of what i do starts with polylines :)
Even simpler than what you describe, use a circle instead of the cylinder - less steps is always a bonus. :)
I'm about to start a hexagon tutorial by jack whitney. Nothing is where I expect it, and all of the icons for the tools look the same. Hopefully the learning curve is not too steep. Back to square 1 for me.
Im bit shocked CSG got such a bad rap. Its very powerful and far more that 'fancy booleans' Its also responsible for over a decade of game level design. In the hands of the experienced, it is a powerful that speeds up many workflows. Dismissing CSG is like dismissing the bridge too, because you can delete vertices and stitch by hand. A waste.
What is CSG and who gave it a bad rap? :)
Here's one that Hex can do simply - vary the depth of a Boolean cut. Can Carrara do this?
CSG is Constructive Solid Geometry. It allows for similar operations to booleans that can still act live,like dynamic geometry in hex, but you can use massively complex stacks of structures. When exported, they maintain a sensible vertice and polygon arrangement.
So, what software uses this method? Why does it get a bad rap?