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> Care to define what "extrude" means?
Shifting a face in the direction of its normal, and filling in the gaps
between the shifted face and the other faces that it used to be connected to
(by automatically adding more faces perpendicular to the selected face).
Example in amazing 2D ASCII:
Start with 3 faces:
---.---.---
Extrude the middle face upwards:
.---.
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---. .---
Move the left vertex up a bit:
.
|\
| \
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. .
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---. .---
Extrude the top left face:
.--.
| \
| \
| \
.--. .
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---. .---
It's a very useful tool in 3D mesh design.
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scott wrote:
>> Care to define what "extrude" means?
>
> Shifting a face in the direction of its normal, and filling in the gaps
> between the shifted face and the other faces that it used to be
> connected to (by automatically adding more faces perpendicular to the
> selected face).
Ah, I see.
> Example in amazing 2D ASCII:
TMFT alert! ;-)
> It's a very useful tool in 3D mesh design.
I suppose...
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> HalfLife 2: Episode 2 has mist in one section. Looks really impressive...
> until it intersects something.
The quick way to get around that is to compare the depth value of the mist
you are about to render with the depth value behind, the closer they are
together the more transparent you make the mist. That way there is no
visible hard edge with the existing geometry. It's a hack of course, but it
looks a million times better than the hard edges, and doesn't draw your
attention immediately to "artifact". There is an example in the DirectX SDK
on this exact thing where you can toggle between different rendering
methods.
> Mind you, POV-Ray has the exact same problem, until you turn the settings
> up so high that it takes 82+ hours to render a single frame...
But at least you'll be sure it is 100% physically correct, ermmm no hang on
you'll need MCPOV for that, so make it 820+ hours for a single frame :-)
And don't even mention the time needed to tweak all the mist, dof and
lighting parameters to get it looking right...
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Invisible wrote:
> Care to define what "extrude" means?
Go to blender.org and watch the tutorial. Wings3D does the same thing.
It does exactly what you would think it does, given the name.
> (FWIW, I *always* get Wing3D and Blender confused. But isn't Blender the
> one that's supposedly impossible to learn due to the weird UI?)
Yes. Honestly, tho, it's not that hard. I picked it up with a day or two of
practice, got good enough to actually make a little anthropomorphic monster
type walk along, look around, and wave. It took a few days to get that far,
but it was the first package where I ever managed such a thing. I'm not
very good at it an I still managed in a couple of days to make something
work, limited more by my artistic skills than the tool.
> As far as I could tell, Wings [I think that's the one I tried] doesn't
> even offer this much help...
I found Wings much harder than blender, but I never went back and tried it
again. I think it has all the same operations as Blender at the basic level,
so I don't know why I found it so hard.
--
Darren New, San Diego CA, USA (PST)
I ordered stamps from Zazzle that read "Place Stamp Here".
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>> Care to define what "extrude" means?
>
> It does exactly what you would think it does, given the name.
No, I mean... I don't know what the word "extrude" means.
>> (FWIW, I *always* get Wing3D and Blender confused. But isn't Blender
>> the one that's supposedly impossible to learn due to the weird UI?)
>
> Yes. Honestly, tho, it's not that hard.
I gather they've been working on documenting it / making it was obscure
more recently...
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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Orchid XP v8 wrote:
>>> Care to define what "extrude" means?
>>
>> It does exactly what you would think it does, given the name.
>
> No, I mean... I don't know what the word "extrude" means.
http://lmgtfy.com/?q=define%3Aextrude
> I gather they've been working on documenting it / making it was obscure
> more recently...
If by "recently" you mean two years ago, yes, probably. Watch the tutorials.
They're good.
--
Darren New, San Diego CA, USA (PST)
I ordered stamps from Zazzle that read "Place Stamp Here".
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Invisible escreveu:
> The problem is that, fundamentally, it's very hard to manipulate
> straight lines in a way that approximates curves. 10 years ago I used a
> couple of editors that would let you do things like move several points
> at once, or have a "magnet" feature where nearby points were sort of
> "pulled" towards where you're clicking, but the basic problem is that
> it's almost impossible to make anything good out of straight lines.
> (Unless, of course, you're actually *trying* to make something with
> straight lines - in which case it's fairly easy.)
>
> For all the wizzy features of those editors of old, even creating an
> object as trivial as a banana was impossibly difficult. And, for some
> reason, modern editors seem to have drastically fewer tools to help.
oh, please...
http://blenderartists.org/forum/attachment.php?attachmentid=85399&d=1253912116
all I did was start with the standard Blender box, select the top face
and extrude it from various different view points (CTRL+left mouse
button) and scale each new segment accordingly.
I then rendered after adding a subdivision surface modifier up to level
3 in the top image and without it in the bottom image to show the very
geometric and simple cage that is what I effectively deal with...
--
a game sig: http://tinyurl.com/d3rxz9
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Invisible escreveu:
> Warp wrote:
>
>> I think that the point is that nobody designs models using raw triangle
>> meshes. Instead, all models are designed using NURBS or other similar
>> spline-based surfaces which are easy to edit. The triangle mesh you see
>> in the end result has been automatically generated from those surface
>> models.
>
> That would make a lot more sense, yes...
Subdivision surfaces are just like that, except generated smoothness is
controlled by number of iterations.
--
a game sig: http://tinyurl.com/d3rxz9
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Invisible escreveu:
> scott wrote:
>> It just took me about 1 minute to make a simple banana shape in
>> Blender. Blender even gives you a box to start with, so I just rotated
>> the top face a bit, scaled it down and extruded, then repeated 5 or 6
>> times.
bwahaha, I took 2 minutes of my time to do one of my own before seeing
this... :P
> (FWIW, I *always* get Wing3D and Blender confused. But isn't Blender the
> one that's supposedly impossible to learn due to the weird UI?)
Yes, it's so friggin' impossible that I bow in respect for the tortured
souls that use it to produce some of these images:
http://blenderartists.org/forum/attachment.php?attachmentid=84834&d=1253361663
http://www.myline.be/myline/3D/268_1.jpg
http://www.artofinterpretation.com/images/philosophiaandherproblems-byrjt2007.jpg
http://www.blender.org/typo3temp/pics/782b767f1e.jpg
http://www.artofinterpretation.com/images/wc255-autumnsbane-byrjt2007.jpg
http://www.blender.org/typo3temp/pics/d3dd9a6f20.jpg
I don't find it inherently more difficult to learn than emacs, vim or
any modern IDE.
> As far as I could tell, Wings [I think that's the one I tried] doesn't
> even offer this much help...
Start by learning the "box modelling" technique.
--
a game sig: http://tinyurl.com/d3rxz9
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nemesis wrote:
> Yes, it's so friggin' impossible that I bow in respect for the tortured
> souls that use it to produce some of these images:
To be fair, each of those I'm guessing took weeks to model. :-) I just wish
I could get that good. If I could reproduce a reasonable facsimile of what I
saw in photographs, I'd be happy. :-)
> Start by learning the "box modelling" technique.
I'm waiting for a Minority-Report style 3D modeling interface.
--
Darren New, San Diego CA, USA (PST)
I ordered stamps from Zazzle that read "Place Stamp Here".
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