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Showing posts from May, 2020

Skull Treasure Chest (Progress)

@WolfmanArtist @wolfmanart www.williamwolfman.com

Catmull Clark - Subdivision

Visit Wolfman Art Source https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface an algorithm used for a type of subdivision surface modeling a mesh of a polyhedron Image Source: https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface the image above shows the 4 phases that the cube gets subdivided with this algorithm the reason why cubes is the best standard primitive when modeling a base mesh is that it gives you more flexibility to either subdivide it or retain it's sharp corners Examples of Software that use this: 3DS Max Daz 3D

NURBS

Visit Wolfman Art SOURCE: https://www.ebalstudios.com/blog/introduction-nurbs NURBS is a way of using curves to create rectangular patches that can be trimmed and aligned*. i.e., class a surfaces (a car) Join two curves together, I don't need a path to do that this is normally used for industrial design

Depth of Field Rendering Effect

SOURCE: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-AF8FDDC1-E288-42F6-86D6-AB5D0979AFB2-htm.html Image Source: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-AF8FDDC1-E288-42F6-86D6-AB5D0979AFB2-htm.html

Car Wheel tire tread

we modeled the tire tread in Illustrator we project the vector onto a plane with a Btimap in 3DS Max We create splines on top of the vector we align those planes we make by unchecking x, y, and z in the align box.

Fundamentals: Vehicles, Aircraft, etc.

"The artist builds a solid external shell as the body of the copter. When done, the modeler breaks up his model: he selects window areas and detaches them as new objects, followed by the area for the doors (also detached as new objects). The modeler now has open objects representing the body, windows, and doors. The modeler applies Shell to the body, and sets it to extrude both outward and inward, with the inward extrusion amount greater than the outward. Next, Shell is applied to the windows, with inward extrusion only. The modeler then copies the Shell modifier from the body to the doors, and reduces the doors' outward extrusion amount. The result is a solid body with an interior that can accept additional modeling, inset windows, and doors that are slightly less thick than the shell of the helicopter." when building a car, vehicle or any transportation equipment it is important first work on the outer shell, detach the windows and doors. Apply the shell to the

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