subdivision tunnels, allright. now bend you %^$!@#

subdivision tunnels, allright. now bend you %^$!@#

Re: subdivision tunnels, allright. now bend you %^$!@# Posted by morpheus77 on Thu Dec 9th 2004 at 10:36pm
morpheus77
21 posts
Posted 2004-12-09 10:36pm
21 posts 2 snarkmarks Registered: Dec 9th 2004 Occupation: IT Location: Netherlands
Its probably allready quite obvious.

But I was wondering what is a good way to take a tunnel, made out of subdivisions, and get a bend in it, 30, 45 or 90 degrees.

Any nice ways to do that?

I know how to do it with plain cylinders, and toruses, but really thats a lot of brushwork and vertex-manipulation to get it right (they NEVER line up do they)

Anyone have anything on that?

Seriously I can make about anything with brushes but I understood that its faster and cleaner to do it with subdivisions (makes sense doesnt it :wink: )
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by HolySdrJR on Thu Dec 9th 2004 at 10:47pm
HolySdrJR
7 posts
Posted 2004-12-09 10:47pm
7 posts 1 snarkmarks Registered: Dec 9th 2004
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by morpheus77 on Thu Dec 9th 2004 at 11:03pm
morpheus77
21 posts
Posted 2004-12-09 11:03pm
21 posts 2 snarkmarks Registered: Dec 9th 2004 Occupation: IT Location: Netherlands
Thanks, but I did see that tutorial allready. :biggrin:

Its not that its not possible that way, I can bend all the sides myself in the right direction, then subdivide to make them nice and round.

Its just a hell of a lot of work to do that for every bend, especially when you want really round tunnels.

I was wondering if there is a better, and quicker way.

Thanks for the quick response though.
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by Captain P on Thu Dec 9th 2004 at 11:19pm
Captain P
1370 posts
Posted 2004-12-09 11:19pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
How long does it take you then? I actually found it a pretty fast method...

Oh, and better usually doesn't mean faster... too bad... :wink:
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by Leperous on Thu Dec 9th 2004 at 11:37pm
Leperous
3382 posts
Posted 2004-12-09 11:37pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
/grammar nazi: it's spelt "always", just the one l, not that hard or advanced :razz:

Subdivisions, eh... Hmm, if only I'd known before investing all those hours on a torus!
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by Nanodeath on Fri Dec 10th 2004 at 12:17am
Nanodeath
356 posts
Posted 2004-12-10 12:17am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
/word nazi: the word was "allready" anyway :wink:

Congrats on the 10k snarkmarks btw Leperous, hehe.
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by Leperous on Fri Dec 10th 2004 at 11:53am
Leperous
3382 posts
Posted 2004-12-10 11:53am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
/screams inside :biggrin:
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by morpheus77 on Fri Dec 10th 2004 at 12:53pm
morpheus77
21 posts
Posted 2004-12-10 12:53pm
21 posts 2 snarkmarks Registered: Dec 9th 2004 Occupation: IT Location: Netherlands
Captain P,

Its very well possible I am doing it all wrong, or at least the slower way?

Care to explain what you do?

Like I said earlier, I want to create a subdivision-tunnel nice and round, with a bend in it, say 45 dregrees?

How would you go about that?

Thanx :wink:
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by Nickelplate on Fri Dec 10th 2004 at 7:40pm
Nickelplate
2770 posts
Posted 2004-12-10 7:40pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
I don't think that it's possible to make curving tunnels with displacement sfcs. Since everything has to be at 90 degree angles. At least that has been my experience is that only 90 degrees works right.
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by Nanodeath on Fri Dec 10th 2004 at 9:35pm
Nanodeath
356 posts
Posted 2004-12-10 9:35pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Seems possible to me shrug just followed the same rules as normal displacement surfaces: http://img44.exs.cx/img44/9278/curvedcave0pe.jpg
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by motionblurrr on Sat Dec 11th 2004 at 1:51am
motionblurrr
44 posts
Posted 2004-12-11 1:51am
44 posts 14 snarkmarks Registered: Dec 7th 2004
If you want a perfectly round tunnel with a 45 turn I would go with the primitive/torus rather than using subdivision. Other wise, with displacements, I think you can just build a bunch of perfect cubes (lets say 192x192) next to each other... line them all up to make a rough outline of the curve, then go into the face editor tool and select the faces on the inside of the tunnel ONLY, and then subdivide. This should do what you want.

I remade the sandpit on Tatooine from Star Wars: RotJ using this method. :smile:
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by Dr Brasso on Sat Dec 11th 2004 at 4:54am
Dr Brasso
1878 posts
Posted 2004-12-11 4:54am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
you can subdivide until the cows come home.....vertex manipulation is your friend... :heee:

Dr Brasso... :dodgy:
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by Captain P on Mon Dec 13th 2004 at 8:14am
Captain P
1370 posts
Posted 2004-12-13 8:14am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Sorry for the late reply, I had some issues to deal with first (job, church). I was asked for an explanation, so here it is:

User posted image

Although not very clear due to my resizing and such, you can see I
translated some brushes in the middle, and these can be dismapped as
well as other, rectangular, brushes. You see I've created 4 brushes,
where all the inner faces share their edges with their neighbours.
Selecting all at once and making dismaps of them, then pressing the
subdivide button and voila, a nice round tunnel with a blend in it.
Easy and fast... enough explanation, morpheus77?
Re: subdivision tunnels, allright. now bend you %^$!@# Posted by Nanodeath on Mon Dec 13th 2004 at 9:46am
Nanodeath
356 posts
Posted 2004-12-13 9:46am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
I actually have found that subdividing large areas can get pretty tricky (I'm doing a long canal) but I'm getting the hang of it, I think.