3D programs have evolved over the years at a tremendous pace. Today it is possible in many of them to create realistic organic shapes, somewhat similar to molding clay, which - as opposed to stone carving - allows to remove as well as add material to objects that are being built. In addition to the real life molding process, the software takes care of calculating smooth transitions between adjacent areas while automatically creating a symmetrical half of the object if so desired by the artist. Creating symmetrical shapes is therefore no longer a tedious task that consumes shiploads of the artist's time.
Showing posts with label Rhino. Show all posts
Showing posts with label Rhino. Show all posts
December 5, 2013
September 10, 2013
August 18, 2013
3D fillets
3D applications have different approaches to processing matters; the way in which their functions handle things are distinguished. The algorithms in which they calculate certain processes are different formulas. In this respect they resemble people all of whom have different talents and different things at which they suck (pardon my French). The image below is an example of the different way of handling of matters.
The fillet of the object at the top is irregular while the bottom one is smooth. It is an angled joint of two pipes of a different diameter - one of the constructions that a number of 3D programs do not handle well. The fillet actually looks like a real life weld of welder who was not too skilled. Also the fillet command disrupted the surface of the slanted pipe. The application producing the poor filleting does an excellent job at other types of modeling, rendering and creating animations, but this particular function gives bad results. It is probably why many 3D artists use various applications to achieve whatever they want to achieve.
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