• Website
  • Search
  • Member List
  • Help
  • Old Forum
  • Social Media
    •   @Wings3dOfficial
    •   @Wings3dOfficial
    •   Wings3dOfficial
    •   Wings3dOfficial
  • Register
  • Login
  • Website
  • Search
  • Member List
  • Help
  • Old Forum
  • Register
  • Login
Wings 3D Development Forum Wings 3D ManifoldLab Plug-ins Collection v
« Previous 1 … 3 4 5 6 7 Next »
A way of bevelling the boolean seams...

 
  • 1 Vote(s) - 5 Average
A way of bevelling the boolean seams...

Dimitri
Offline

Senior Member

Posts: 338
Threads: 39
Joined: Nov 2012
#1
05-06-2013, 01:11 PM
Sure, it is a method that can not be applied in every case… but in some cases works well, so the idea should be shared. : - )

You unify two objects… then you select a single edge of the ‘seam’ loop between the two unified objects and go to ML add ons’ ‘select’ options… there you click ‘straightest path’, so that you may be able to select in one move the loop. When the loop is selected you go to ‘tubes by loop paths’ of ML tools (the command is in the right click menu)… you produce a tube –of whatever thickness you want- and, then, you unify the object with the tube also, using booleans again. Now you have a single object. You select the non seam constituting loops on the tube… you delete them… you make a ‘cleaning up’ (in the 'right click' menu of the body mode)… and there, you have a nicely formed bevel on the seam between the initial two objects.

The whole procedure is quite easy, as is evident from the three-step image below. I do put a render of a more complex object built by an arrangement of such initial pieces, so that may I show how good results there may be acquired by using this way of bevelling (the rendering has been done in Blender with the use of its new npr renderer Freestyle – you can do many things with it, given that you be familiar with its working ways).

[Image: Bevellingbooleans_zps2036d825.jpg]

[Image: Bevellingbooleans_send_zpsba93f482.jpg]
Stab In The Dark Software
Offline

Programmer

Posts: 13
Threads: 2
Joined: Nov 2012
#2
05-07-2013, 11:31 PM
Great Tip. Thanks, I am going to use this now.
The coffee is lovely dark and deep and I have code to write before I sleep.
ggaliens
Offline

Erlang Hacker
Posts: 954
Threads: 143
Joined: Nov 2012
#3
05-08-2013, 03:11 AM (This post was last modified: 05-08-2013, 03:20 AM by ggaliens.)
Hard-core user Dimitri. Very very nice. I like to see what you do with all the tools. Thanks again for sharing.

We need to somehow crank it up a notch.

GOOGLE this ...

"alex kozhanovs Giger" And set ti images search.

So many amazing things. I think if we do it 1 million polys at a time and export in layers to 3DCoat ... we could do a HR Giger like spaceship ... like this guy Alex does with ZBrush.
Dimitri
Offline

Senior Member

Posts: 338
Threads: 39
Joined: Nov 2012
#4
05-08-2013, 11:58 AM
Happy to know that the tip will be used from others too 'Stab'... if during the use you find other sub-tips too do not forget to share them here. : - )

Mark, I am aware of Kozhanov's work... and I think that we can do such things in Wings too... : - )
« Next Oldest | Next Newest »

Users browsing this thread: 1 Guest(s)



  • View a Printable Version
  • Subscribe to this thread
Forum Jump:

© Designed by D&D - Powered by MyBB

Linear Mode
Threaded Mode