POV-Ray : Newsgroups : povray.off-topic : Geometric puzzle : Re: Geometric puzzle Server Time
8 Oct 2024 20:23:40 EDT (-0400)
  Re: Geometric puzzle  
From: scott
Date: 16 Dec 2009 08:56:09
Message: <4b28e6f9@news.povray.org>
>> "Add -> Circle" and work from there?
>
> Except that, as I mentioned, it's not perfectly circular.

Tweak a few of the vertices by hand then before you extrude.  There's only 
16 or so of them that define the curve.

> And the tapered end?

After you've extruded, select 4 vertices around the belt and scale them.

> The beveled edges?

Select the edge and set the crease amount to non-zero.  Or select an edge 
and do a "loop cut" if you want more control.

> The slight deformations along the Y-axis?

Drag around the base points of your circle in step 1 before the extrusions.

> (Also, is it just me, or does the buckle self-intersect?)

Probably he knows once it gets smoothed by the sub-surface algorithm it 
won't intersect anymore.  You can drag around the very few points in the 
base mesh by hand to tweak the final sub-divided mesh.

> The belt also presumably has to be curved in *the exact same way* as the 
> waistline it's supposed to fit around - which is also impossible.

Ever heard of copy and paste?  Just copy some points from the waist model to 
start with rather than using a circle.

> You drew this in 30 seconds?

Similar, yes.  See attached version which includes the things I mentioned 
above (I used a circle as the base though, I don't have a human model 
handy), this took about 2 minutes.


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