NVil Forum
General Category => NVILL Discussion => Topic started by: rubberDuck on April 10, 2013, 09:26:51 am
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I thought I'd share this lighter I quickly modelled in NVil last evening. Not textured yet, but already UVed in 3D Coat.
I'm very happy how fast it is to model with NVil after you customise it to fit your needs and work-flow habits. StreamLine tools, workplanes, radial menus, manipulator modes, alignment and snapping... Those are the things that rule the battlefield, some of which I missed in several other modelling programs.
Pseudo-turntable: http://youtu.be/sIykkISU6yc ;)
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Hi rubberDuck,
Looking good, and nice materials.
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If you do not mind a little criticism. On the turn-table(video) you can see that due to adding sub-d the surface around the front hole as pulled (see pic). I know it is not something major, but something to watch out for in the future with sub-d
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Yeah, I was aware of it. Probably could be minimised by redoing this part with a little bit more geometry. I decided to leave it only because I owned several poorly made lighters that had this kind of flaw, so I thought that in this case I could get away with it. Aparently not. :D
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Sorry. I hope you do not think I was being over critical, it was not my intention.
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Over critical? Oh come on Steve.
This was constructive critics and I kinda' expected it coming. I tried to use as little geometry as possible, but apparently it was too little for this metal shielding to conceal the pinching. I'll redo it with some more polys.
Constructive critics is always good, so thank you for pointing this out. 8)
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Okay, I found some time to experiment with the metal shield a bit. I ended up flattening the area that was to be affected by the dent and C-shaped hole and taking it outside of NVil in order to apply a bend deformer to it to match the curvature of lighter's plastic body.
http://youtu.be/FMMVo6Ugm3Q
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That looks much better, nice work. 8)
I ended up flattening the area that was to be affected by the dent and C-shaped hole and taking it outside of NVil in order to apply a bend deformer to it to match the curvature of lighter's plastic body.
You could do that in NVIL. :)
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It's possible? But how? I thought NVil doesn't have deformers. The only thing I can think of is using Soft Selection with middle edge loop selected, but that resulted in visible pinching.
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One way is to use "Spline Modify"
Here quick example:-
I have create a basic (body) shape to represent the lighter body. A flat plane with an hole(to be deformed).
On the flat plane, create a 2 point spline(along the length of the plane) to represent the "Axis" for the deformation. Loop select the top edge of the body (where you are deforming to) and create an open spline (edge_selection-> Geometry menu).
(http://i.imgur.com/aSreb8A.jpg)
Vertex_selection: select all the vertex on the plane. Enable "Spline Modify"(in visual tools or "Vertex shortcut tools".
Select the 2 point spline (the axis that is along the plane to modify), then select the path, which is the spline running around the top of the body.
(http://i.imgur.com/Gy8JsAO.jpg)
Hope that explains, just ask if anything not clear.
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Thanks Steve, this is very interesting. I'll give it a try now.
P.S. How many more aces does NVil have under its sleeve? ;)
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Hmm... I've ran onto some problems here. Does the length of the object that is to be deformed has to be exactly the same as the length of the deforming curve?
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Okay.
USER ERROR
I had symmetry turned on. :)
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Hi rubberDuck,
Hmm... I've ran onto some problems here. Does the length of the object that is to be deformed has to be exactly the same as the length of the deforming curve?
No, but if not the same length, then the mesh being deformed will stretch or shrink (depending on the difference between the length of the axis/path.
One thing I forgot to put forward, that is important, is that you should place the start of the "Axis" and the start of the "Path" at the same location, otherwise the deformation will take that the distance into account and can cause unexpected results.
If needed, you may need to reverse the spline direction (to get the starts the same). There is the option (with spline selected) go into vertex_selection, and you can select "Reverse order" (in visual tools or Geometry-> Spline Commands n Tools)
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P.S. How many more aces does NVil have under its sleeve? ;)
There are some interesting tools/functions. If you like the "Spline Modify", also have a look at "Slide"(If you have not already done so). For "Slide", have a spline selected and go into vertex_selection, you will see the option in the visual tools or in Geometry-> Spline Commands n Tools. There you can make the spline into a tube(pipe) or use that spline to slide along a 2nd spline(Path). There are also the other options in that(and the Spline modify) to use a spline_modify_curve to add more changes, such as "Scale". You can get some interesting results.
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Hmm... I've ran onto some problems here. Does the length of the object that is to be deformed has to be exactly the same as the length of the deforming curve?
If you want to know the length of the spline, it is available in 'Scene Explorer > Object List'. It is one of the properites of the spline object.
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No, but if not the same length, then the mesh being deformed will stretch or shrink (depending on the difference between the length of the axis/path.
Steve, but does NVil provide user a tool for measuring the length of a curve? I could of course take a Measurement tool and check the distance between every spline vertex of the curve and add that up, but it's tedious and will work only for linear curves. In Maya for example there's the Arc Length tool and arclen MEL command.
EDIT: Ah, thanks IStonia. I was writing the reply for so long I didn't notice your post. :)
One thing I forgot to put forward, that is important, is that you should place the start of the "Axis" and the start of the "Path" at the same location, otherwise the deformation will take that the distance into account and can cause unexpected results.
Yeah, I figured it out by trial and error. But thanks for pointing this out. :D
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Nice model. I subscribed to your youtube channel.
So many tools in Nvil Awesome.
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Thank you Johnny.
I agree, there's a lot of interesting tools in NVil that are definitely worth experimenting with. Two days ago I was about to ask if there were any plans of implementing various deformers... Today Steve tells me that one of them was already here. :D
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Thank you Johnny.
I agree, there's a lot of interesting tools in NVil that are definitely worth experimenting with. Two days ago I was about to ask if there were any plans of implementing various deformers... Today Steve tells me that one of them was already here. :D
I have been opening NVIL at least once a day. It is going to take a while to learn. Steve is a great help.
IStonia is working hard. he is putting out updates faster than I have seen whole teams do.
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I'm trying to bend this part I cut out from a sphere, but apparently I can't find a proper curve placement combination to do it.
The straight curve from the image is the axis line, the other one is the path curve.
What am I doing wrong?
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Hi rubberDuck,
Do the splines both have the same start position?
Try selecting one of the splines, go into vertex_selection, and use "Reverse Order"
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I reversed the order and everything is deforming as expected. Thanks again Steve.
And to think that yesterday you warned me against it... ::)
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I still forget sometimes to check start/end.
There is a little square(start) and a circle(end) on the splines. But on high res' screen, they are very small.
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I agree, some things are really hard to see on high-res screens. HUD size could get a little big bigger. Also, I'm never sure what curve object I have selected, if any, because only control points are highlighted on selection.
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I agree, some things are really hard to see on high-res screens. HUD size could get a little big bigger. Also, I'm never sure what curve object I have selected, if any, because only control points are highlighted on selection.
What is your Youtube Channel ?
Are there any nVil tutorials ?
thanks
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The link to YouTube video where you can find my channel is in the first post, though I don't think you'll find anything useful there. I mostly use the account for storing "unlisted" (so not public) videos of various bug reports for some applications.
No tutorials. Well, not yet. Maybe in the future. You might want to follow Steve because he said he'll be doing some for NVil. I don't know where to find his channel though.
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I completely forgot about this thread.
The final renders:
(http://img824.imageshack.us/img824/2750/lighterseq.jpg)
The bottom side (white plastic has displacement mapping):
(http://img15.imageshack.us/img15/1721/fg2000.jpg)
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Came out really well. Good work.
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Stylised TV I'll be taking to 3D Coat for texturing.
Amazingly fast to create in NVil.
(https://dl.dropboxusercontent.com/s/ckda2vkvo0cw69r/stylized_tv_nvil_noTextures.jpg)
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Nice modeling. What renderer did you use for the lighter?
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Thanks.
The lighter was rendered in mental ray.
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Hi rubberDuck,
Stylised TV I'll be taking to 3D Coat for texturing.
I like it very much.
Please do post a render of the finished textured model (when you have time).
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I will. Thank you Steve.
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Something a little bit more complex than the TV.
Sten Mk II subdiv model (no textures yet).
Level 2 subdivision:
(https://dl.dropboxusercontent.com/s/25womjn96p34vus/sten.jpg)
(https://dl.dropboxusercontent.com/s/7c54syegdmfpfa6/sten_front.jpg)
Magazine housing:
(https://dl.dropboxusercontent.com/s/ax6ajvnmi98wz5k/sten_magazine_housing.jpg)
Some wires (no subdivision):
(https://dl.dropboxusercontent.com/s/41oq36y1jv3cl2p/sten_wire.jpg)
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Wow - that Sten Mk II is looking mighty fine there, RD! Superb hard surface subD modelling, with those nicely chamfered and filleted edges. Was this start-to-finish modelled in NVil?
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Thank you very much JTenebrous.
Yes, the gun was modelled solely in NVil.
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Something a little bit more complex than the TV.
I see you are getting a very good grip of Nvil now.
Keep up the good work.
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man you need to record a video of you modeling, wanna see that technique!
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Thanks again guys.
In case someone is interested in wireframe, I uploaded a turntable of the model: http://youtu.be/7znBZ7tYP1s
man you need to record a video of you modeling, wanna see that technique!
The modelling was relatively simple because of a high number of flat surfaces, pipes and other semi-cylindrical shapes, so I could reuse some details multiple times throughout the model. Anyway, the technique is nothing out of extraordinary. In fact I mostly used basic tools (streamlined), like extrude, cut, loop cut, weld, duplicate, shell. Maybe with the exception of springs, which were done with spline lathe (thanks Steve!). For sharp corners I used supporting loops instead of weighted edges/vertices.
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Couple of shots of the Sten machine carbine textured in 3D Coat:
http://3d-coat.com/forum/index.php?app=gallery&image=268
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Which renderer did you use? Looks very realistic, nicely done.
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kinda looks like it was rendered realtime in marmoset toolbag 2
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kinda looks like it was rendered realtime in marmoset toolbag 2
Actually, it was mental ray.
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Technically I would have been blown away if these softshadows were realtime. Nevertheless, it's top quality.
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Couple of shots of the Sten machine carbine textured in 3D Coat:
That came out really well. Very nice work.
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Some test renders in mantra of my ribbed helmet that I posted in "What are you working on?" thread: http://voidworld.cmcproductions.co.uk/index.php/topic,9.25.html
TODO: fibers on the lace (the object is barely visible on the shots).
(https://www.dropbox.com/s/2cyhqcn83lc9y7e/mantra_test_front.png?dl=1)
(https://www.dropbox.com/s/ftotjjvx4f3qg8o/mantra_test_front_right.png?dl=1)
P.S. I'm not sure why this forum stretches images beyond their original size...
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Bloody hell mate, those renders look fantastic... the texturing/weathering/materials/lighting - all of it. I honestly just had to take your word for it that it even IS a render! I had to CAD this very same famous helmet for a work project a few years ago, and your renders would've been as good or better than most of the reference photos I found.
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Thanks mate! :)
Here's the other side, in different lighting conditions.
This model is complete. The two last shots didn't contain belt loop and rivet - somehow I forgot to make them visible... :P
(https://www.dropbox.com/s/j86jgesf0qmk22c/mantra_test_left_side.jpg?dl=1)
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Some test renders in mantra of my ribbed helmet.
Hi rubberDuck,
Excellent renders.
Are those procedural materials created in Houdini?
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Thanks Steve.
The model uses procedural textures, but they were generated in Substance Designer and imported to Houdini as bitmaps.
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Clay render:
(https://www.dropbox.com/s/fqg1a2ydbdxggya/noctua_clay_render_01.jpg?dl=1)
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Clay render:
Looking very good.
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Thanks Steve. Here's the final rendered version of the cooler.
(https://www.dropbox.com/s/31bfsp2jzb29dcu/noctua_radiator.jpg?dl=1)