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Question about the C (cut) command
When doing the USB hub modeling we use the cut command to cut out from the top of the body. The demonstation had one create a rectangle, move it just into the body and move it off. When C is pressed it created the cut. I had to do trial and error before I got the cut to be the correct size. How does the size of cut relate to the size of the rectangle and where the rectangle is when you hit C. I'm confused as how one can get the cut just the right size?????
1 like • 1d
It better to give more visual information about your problem or a plasticity file with this problem. I doubt many member here know what USB hub you mean. About the question. Not sure I understand you right. But with cut command diffuculties occur not with size but with direction of cut. If you do cut in orthogonal projection it clearly corresponds to the curve shape that you see. If you look not along x/y/z then direction is chosen to the normal of the average plane of the curve. If you want to project to the direction you look at right on you screen then after command press S key to cut in screen space (see at the end of video)
1 like • 7h
Oh, I see. Actually there is a better and more precise way to do it from the form of final cutting you want. So you can avoid this trial-and-error juggling
How would you approach this?
I'm building this Golf Head, and I'm having a bit of trouble trying to figure out how to best tackle the arching neck. You can view the model here: https://share.plasticity.xyz/r/jMdMTXqbBiAZA79PT2dsiibsvK6PPVVXw4yhM0He4nI Any and all tips & advice on how I could improve this area would be greatly appreciated! A "Draw Over" image on how I could improve the Edge layout would be very helpful! Thanks all!
How would you approach this?
1 like • 6d
I don't know show looks the original. But I think the main problem with this big patch. It looks unnaturally dented. I would try to split it in half. However it hard to do with all this fillets and cutting. You should work with first main form
1 like • 5d
@Ken Bock Probably split like this (green). However I would started to fix before all fillets and cut details (red). At least fillets. The best strategy to model from bigger to smaller chunks of surface. Otherwise curvature become to sensitive and less controlled
Audi Concept C
One more tutorial from Kuechmeister Swagger. Not so detailed and complex shaped as Audi E-tron however a bit faster as easier to follow. Model does not 100% correspond to original because of lack of correct blueprints and surface quality is not perfect in several places but still quit close. I would recommend the course to advanced users who want to practice Surface tool and XNurbs with different cases of usage. But keep in mind the tutorial is kinda incomplete. I mean there are some details I had to added myself from photo references so the car looks whole: black plastic grid in the front, logos, mirrors didn't corresponded to reference, bottom part absence and holes near wheel housings. The most handy references I found here https://www.netcarshow.com/audi/2025-c_concept/ Shared model: https://share.plasticity.xyz/r/1d5zp3nhkpgS_XPjG80kzYF-A8ZCAQYoSQC4ug_rqnU
Audi Concept C
2 likes • 8d
@Andy Varewyck Thank you. And happy modelling :). Despite the fact E-tron is harder it was much more fun to make
tear in geometry when sweeping
hello when attempting the helmet tutorial im getting a tearing effect or essentially the sheets arent merging properly. at first glance it looks ok but when zoomed in its not connected. any know a fix!!??
tear in geometry when sweeping
1 like • 16d
Looks like a visual artefact because of low tessellation precision. If you join these surface it should disappear. Any way surface looks too rough. One of the reasons is scale. Probably your model is too small. It's just guess, without plasticity file nobody could say for sure
G2 curvature intuition (kinda tutorial)
G0-G1-G2 curves/surface connection is the topic you have to understand from the very beginning of modeling practice in Plasticity. There are 3 things you have to keep in mind when you relate end points of 2 curves: 1) position 2) tangent line 3) curvature G0 is when these points have only common position (just connected) G1 is 2 of them: position+tangent (connected and aligned) G2 is all 3 at the same time: position+tangent+curvature (connected, aligned and ... what?) Nikita gives sufficient explanation to understand general idea: G0 - is not smooth, G1 - is smooth with tangents alignment, G2 - is even more smooth. Any way you can check smoothness of surface with black/white zebra. However I wasn't satisfied and would like to be more precise. Curvature of a smooth line at a point is the reciprocal of tangent circle's radius at this point. Namely: Curvature = 1 / (radius of tangent circle) G2 is when connected curves at their end points have equal tangent and curvature or (what is the same thing) their tangent circles coincide (or reflected). For surfaces the definition is almost the same: just replace circle with sphere. This definition also explains why mirrored surface with only G1 on the edge is enough to make G2: mirror gives the same surface with the same curvature You can test it in Plasticity (with a small error) by drawing a circle from 3 points very cloth to an end point. With G2 bridge you'll get almost coinciding circles. In contrast G1 produces circles with different size in most cases. In attached video there is an example how it works. Luckily you don't need to bother yourself with these technical details to model high quality stuff. There is a Curvature Toggle for curves end Zebra shader for surfaces to check curvature. But sometime it's interesting to know what is "behind the scene" :)
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G2 curvature intuition (kinda tutorial)
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Vyacheslav Kudrya
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