Skip to main content

Posts

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