Josh Eastaway shared a quick comparison between quad spheres and UV spheres in Blender. For subdivision modeling, quad spheres are often the better choice since they subdivide smoothly, while UV spheres can create pinching artifacts at the poles. See more: https://lnkd.in/gJ9-gQKz #Blender3D #BlenderModeling #HardSurfaceModeling #b3d
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Josh Eastaway shared a tutorial exploring how ngons can now be effectively used on curved surfaces in subdivision surface modeling, thanks to modern algorithms and improved mesh handling in Blender. See more: https://lnkd.in/g-pB6Nzy #blender #b3d #modeling
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Here's the modeling process behind Forgotten Sentinel - from initial blocking to preparing the UV maps. ⚙️ We always start with basic shapes to get the proportions right, then gradually add details and surface complexity. The key is building up the model in stages so you can make adjustments along the way. You'll see how the robot's form is being developed step by step, adding details that support the overall character and story. The final stage shows the UV mapping process - essential groundwork that makes quality texturing possible later. Good UV layout takes time, but it's what allows you to paint details exactly where you want them. Every seam placement affects how the final textures will look.
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Hey everyone! In this video I’m sharing a new hard-surface workflow I’ve been testing to get sharper edges and more control over the geometry. Instead of relying on creases, I’m manually adding bevels so I can tweak each edge’s thickness individually. Here are the four main steps I’m following: 1. Blocking and proportions 2. Design with Dynamesh 3. Retopology and bevels 4. Adding inserts by polygroups and cleaning the topology Hope you enjoy it! Thanks for watching! You can follow the character progress on Iy Instagram: https://lnkd.in/dRavZaEb
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Learn how to master clipping and section workflows in Rhino 8 and later, using powerful tools to create precise, professional section views and prepare models for documentation or fabrication. Enhance your workflow with SectionTools and Rhino’s built-in features. Masterclass by Rajaa Issa Issa - https://lnkd.in/dEByQWZc #Rhino3D #Grasshopper3D #Rhino3Dzine
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In this Grasshopper tutorial, you’ll learn how to use the Reaction Diffusion on Mesh component from the Nautilus plugin to design a parametric wall with fully controllable 3D patterns. Tutorial + Example File👇 https://lnkd.in/dqj-mGww
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“Continuous #Analytical #Finite #Beam Model” in action again! 😎 As I mentioned in my previous posts (https://lnkd.in/giBgrBP8 and https://lnkd.in/gH9-jdjK), I’ve been working on another variation of the Analytical Finite Beam Model. This animation shows how the deflection of a continuous beam (i.e. NO Joints!) may look when its modulus is NOT uniform or homogeneous. 🤔 The continuous beam was modeled with 18 analytical beam elements with varying modulus values. Each element was 1.0 ft. long, except for the 2 semi-infinite elements on both ends. The modulus of each beam element was varied around the average modulus of 3,000 ksi (see the bars and the axis on the right-hand side for the modulus of each beam element). The deflection of this “nonhomogeneous” beam shown in red curve and it is not always symmetrical. 🤭 Just for comparison and reference purposes, the blue curve shows the deflection of a continuous beam, with a uniform (or homogeneous) modulus of 3,000 ksi. As expected, this deflection is symmetrical. 😁 This is just another exaggeration of what we may have in real life, but I just wanted to demonstrate one simple fact. No material is perfectly elastic nor perfectly homogeneous. 😲 Most studies conducted on #rigidpavement response under #TrafficSpeedDeflectometer tend to mention that because concrete is elastic, the deflection is symmetric and the slope is zero directly below the load. Is it really true in real world? 🤔 What are your thoughts? 😄
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Quick way of modeling hardscape for medians. This is just one portion of the road shown from example purposes. However, this method will can applied to multiple hardscape at once. All those with the same layers, the 3D solids for footpath can be generated at the same.
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Report on Robs The fragment visualized through Blender 3D v.∞ can, with reasonable certainty, be identified as a rob—likely one of the subordinate units serving the single documented ROB-COP in Deep City. The render originates from an incomplete `Ilghal´ code, making a full functional reconstruction difficult. The cubic body structure, featuring a single luminous core at the base, suggests a propulsion or suspension unit, compatible with tasks such as surveillance, patrol, or light transport. The two articulated appendages, ending in gripping claws, indicate mechanical strength but limited precision. This characteristic suggests that the robs were not designed for construction or fine manipulation but rather for operational support or coercive functions under the direct command of the ROB-COP. The orange glow at the lower section likely corresponds to a basic levitation system with limited autonomy, probably used for short-range movement within Deep City’s tunnels. Dr. Noam Ørbital Phase-3 Rational Systems Investigator Expedition EX2407pD-QW https://lnkd.in/dTDiM_mZ #b3d #Blender3d #SciFi #PostApocalyptic #Dystopian #Future #DeepCity #UndergroundCity #RobotWorld #PostHuman #Cyberpunk #CG #IndieGame #GameDev
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In this Grasshopper tutorial, you’ll learn how to use the Reaction Diffusion on Mesh component from the Nautilus plugin to design a parametric wall with fully controllable 3D patterns. Tutorial + Example File👇 https://lnkd.in/dryrNvrE
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"Light my shiny render pass!" by Yaraslau Lebedzeu at Blender Conference 2025 Rendering relies heavily on approximations of physical reality, which can sometimes fail to capture complex optical effects. This is one reason why 3D renders don't always appear true to life. Yaraslau will explore phenomena such as birefringence, gradient index of refraction, diffraction, and the challenges of spectral rendering—topics that go beyond the limits of the RGB color model. He will also discuss when simplified models fall short and what Blender’s Cycles renderer can accurately mimic. https://lnkd.in/eAWKAFws #blender #blender3d #b3d #3d
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3wOh no sabia! Tu eres modeladora de 3d?