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Invisible wrote:
> the best feature of all is the way surfaces "stick" to each other as
> soon as they touch...
That's actually a very useful feature if you can control it. :-)
--
Darren New, San Diego CA, USA (PST)
I ordered stamps from Zazzle that read "Place Stamp Here".
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nemesis wrote:
> Invisible wrote:
>> Yeah. How SketchUp does intersection is that you line up the two
>> objects, press "intersect", and then delete the geometry you don't want.
>
> Blender too.
Oh good. It's not just me.
I always thought "animation work flow" was a technique to avoid having to go
back and change something you'd already committed to using, so you wouldn't
have to re-do texturing just because you decide his nose is bigger, or re-do
walk cycles because you decided he needs five fingers instead of four.
--
Darren New, San Diego CA, USA (PST)
I ordered stamps from Zazzle that read "Place Stamp Here".
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Invisible wrote:
> Trace it in 2D, extrude into 3D, cut out a few
> rectangular doors and windows, in about 30 minutes total you have a true
> 3D model of the main parts of this house...
There's a guy who shows you how to do this in Blender, too. I tried it, and
it's pretty straightforward. I can find the videos if you care. :-)
--
Darren New, San Diego CA, USA (PST)
I ordered stamps from Zazzle that read "Place Stamp Here".
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>> the best feature of all is the way surfaces "stick" to each other as
>> soon as they touch...
>
> That's actually a very useful feature if you can control it. :-)
Sometimes it's useful. Frequently it isn't. Especially given that it's
usually unexpected, and once they're stuck it's apparently impossible to
unstick them...
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Orchid XP v8 escreveu:
> manually, delete the faces you don't want any more. One at a time. You
> see, any curved surface becomes 25,000 polygons, which you must delete
> individually, one at a time.
haha, stop being crazy, dude. You surely have some sort of "block"
select or edge loop to region thing which will select countless in a
single move.
> So, now you have one pipe. But I want 23 pipes. So, first select the
> pipe and ask SketchUp to make 12 copies of it. (Fortunately, there *is*
> an automatic way to do this!) Now select 11 of those copies, and make
> them all 5% smaller. Select 10 copies, make them all 5% smaller. Select
> 9 copies. Make them all 5% smaller. (Are you bored yet?) Eventually, you
> have 12 pipes, all different sizes. Now the fun part. Copy them,
> reposition the copy. Mirror it. (Do NOT rotate it as I mistakenly did!)
> Spent 20 minutes trying to make it line up properly with the existing
> pipes.
There's surely a faster and simpler workflow for that. I'm sure you
didn't get into a Haskell expert in a single weekend.
> I can't help but feel that POV-Ray could have done this radically
> faster. And the pipes would be *real* cylinders, not 24-gon prisms. And
> they would be *shiny*!
They will be shiny once you export them for povray to render. ;)
--
a game sig: http://tinyurl.com/d3rxz9
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