Some sub-d modelled busts of Mass effect aliens.
Blender/Eeevee
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Some sub-d modelled busts of Mass effect aliens.
Blender/Eeevee
Modeling Grip Ridges
This shape is pretty simple. but a useful one if your modeling mechanical or sci-fi things with grips or ridges. So let’s get to it!
1.
Start by modeling the curved edge you need to incorporate the ridges into. I recommend modeling separate to your main model so that you can tile it later and then add it back in.
2.
Add two loops to define the inset and outset parts. If you want the inset and outset ridges to be the same width, then make sure the middle section is the same width as the two outer sections combined.
3.
Cut out the area you’d like to be inset.
4.
Add a quad to the first four vertices along what will be the wall of the inset. Make sure to model this quad to be properly aligned how you
like it, as the rest of the inset will be based upon this quad.
5.
Fill in the rest of the inset using the fill tool (F key), or using the F2 add-on for Blender to make it even quicker.
6.
Add holding edges or mean creases to hold the shape, then apply sub-surf. At this point, you can easily tile the ridges using an array and reintegrate it into your mesh.
See the final result on Sketchfab:
(vía https://soundcloud.com/envelope-structure/sets/sub-d42-szeb-dynamic-structures?utm_source=soundcloud&utm_campaign=share&utm_medium=tumblr)
Sub-d corner types. Click to see high-res.
The Difference between Nurbs, Polygons and Sub-D's
http://www.3dtotal.com/index_tutorial_detailed.php?id=1749&catDisplay=2&roPos=1&page=1#.VJGbSSusV8E
It all comes down to toolsets and applications. Polygons are best to manipulate but harder to work with if you're modeling eyes (for example), so that's where Nurbs come in. I won't repeat most of what the post says, knowing the difference helps understand the process though. I've not used anything other than Polygons (through box modeling), for my Golem as it was the only format I needed.
anaglyphs
Morphology of Biodiversity Exhibition (I)
Lenticular prints (glasses-free 3D images) are showing two particular samples of regenerated Turtle skin pattern (print on top left) and Cactus leaf relief (top right) as large scale topographies. The depth of an image is achieved with special lens mounted on top of the print. With evolutionary process in digital computation, the experiment produced fractal relation between the large and small scale morphologies ubiquitous in organic context.
hey mom can i have 20 dollars for COLD PLASMA SUB-D CREAM DEVELOPED BY DR PERRICONE, THE PIONEER OF THE NECK SPECIALTIES