Re: subdivision tunnels, allright. now bend you %^$!@#
Posted by morpheus77 on
Thu Dec 9th 2004 at 10:36pm
Posted
2004-12-09 10:36pm
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Its probably allready quite obvious.
But I was wondering what is a good way to take a tunnel, made out of subdivisions, and get a bend in it, 30, 45 or 90 degrees.
Any nice ways to do that?
I know how to do it with plain cylinders, and toruses, but really thats a lot of brushwork and vertex-manipulation to get it right (they NEVER line up do they)
Anyone have anything on that?
Seriously I can make about anything with brushes but I understood that its faster and cleaner to do it with subdivisions (makes sense doesnt it :wink: )
Re: subdivision tunnels, allright. now bend you %^$!@#
Posted by morpheus77 on
Thu Dec 9th 2004 at 11:03pm
Posted
2004-12-09 11:03pm
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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 %^$!@#
Posted by Captain P on
Thu Dec 9th 2004 at 11:19pm
Posted
2004-12-09 11:19pm
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How long does it take you then? I actually found it a pretty fast method...
Oh, and better usually doesn't mean faster... too bad... :wink:
Re: subdivision tunnels, allright. now bend you %^$!@#
Posted by Leperous on
Thu Dec 9th 2004 at 11:37pm
Posted
2004-12-09 11:37pm
Leperous
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/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 %^$!@#
Posted by Nanodeath on
Fri Dec 10th 2004 at 12:17am
Posted
2004-12-10 12:17am
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/word nazi: the word was "allready" anyway :wink:
Congrats on the 10k snarkmarks btw Leperous, hehe.
Re: subdivision tunnels, allright. now bend you %^$!@#
Posted by Leperous on
Fri Dec 10th 2004 at 11:53am
Posted
2004-12-10 11:53am
Leperous
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/screams inside :biggrin:
Re: subdivision tunnels, allright. now bend you %^$!@#
Posted by morpheus77 on
Fri Dec 10th 2004 at 12:53pm
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2004-12-10 12:53pm
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Captain P,
Its very well possible I am doing it all wrong, or at least the slower way?
Care to explain what you do?
Like I said earlier, I want to create a subdivision-tunnel nice and round, with a bend in it, say 45 dregrees?
How would you go about that?
Thanx :wink:
Re: subdivision tunnels, allright. now bend you %^$!@#
Posted by Nickelplate on
Fri Dec 10th 2004 at 7:40pm
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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 %^$!@#
Posted by motionblurrr on
Sat Dec 11th 2004 at 1:51am
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If you want a perfectly round tunnel with a 45 turn I would go with the primitive/torus rather than using subdivision. Other wise, with displacements, I think you can just build a bunch of perfect cubes (lets say 192x192) next to each other... line them all up to make a rough outline of the curve, then go into the face editor tool and select the faces on the inside of the tunnel ONLY, and then subdivide. This should do what you want.
I remade the sandpit on Tatooine from Star Wars: RotJ using this method. :smile:
Re: subdivision tunnels, allright. now bend you %^$!@#
Posted by Dr Brasso on
Sat Dec 11th 2004 at 4:54am
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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 Nanodeath on
Mon Dec 13th 2004 at 9:46am
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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.