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DanielCFilho

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Everything posted by DanielCFilho

  1. DanielCFilho

    Settings

    Settings produced with a character of mine. I use him in paintings... I call him "The Pawn".
  2. DanielCFilho

    Sidewalk

    From the album: Settings

  3. DanielCFilho

    Exhibition

    From the album: Settings

  4. DanielCFilho

    90º

    From the album: Settings

  5. DanielCFilho

    The Well

    From the album: Settings

  6. Myself, my favourite fossil finding goes for Ivan Sutherland, demonstrating this piece of machine: I can say that I started with 3D in a great deal because of the massive blood, sweat and tears that had to roll just so that we simple peasants could spend our days in this creative haze... that was inspiring for my entrance in the field. All you guys above gave beautiful examples of historic achievements in the gigantic field of computer graphics, but I like to wonder sometimes about all the other geniuses on wich we depend on for developing our craft. You can go back mileniums just to acknowledge again and again that we owe it all to the crazy unique talents of the past. Where would 3D be without Descartes? What about that old tale about Leonardo da Vinci declaring just "inventing the world" after elaborating his perspective laws? What to say about Goethe, who, retired after his completed masterpiece, decided to fiddle around with some color studies and gave us the first color wheel diagram? Go back a while till the greek mathematicians, try showing up in Euclid's workstation... "Hey, Euclid, you're going to the party? I heard there's gonna be girls", and he would say "Sorry, man. But I decided to waste my whole life trying to figure out something that will not have any real practical use till generations from now". Babylonians way before decided the old 360 degrees to segment the circumference and till this day we use a convention of measurement that probably had its roots on astrological mystic purposes. - All being said, Hats off to Douglas Engelbart, Ivan Sutherland, Pierre Bezier and the such, but I love to waste some idle viewport contemplation to remember that we're really just sitting on the lap of the gods...
  7. After some two years of searching around, I have to admit you're absolutely right, Igor. C4dCafe rules! But it's also rare to find another brazilian around here, and I still haven't found the brazilian comunity for 3d people, so it doesn't hurt to try... As Rodrigo says: A hug!
  8. Fala, Rodrigão! Belo Horizonte material right here... Good to see other brazilian bloke hanging around this parts. As Rectro says, stick around cos' the people in this forum are very friendly and helpful. I've been learning a lot here. - In particular I'd like to ask you if you've ever come across a site like this here in Brazil. If so, let me know. - Best of luck in your endeavours!
  9. What I can't figure it out is how to apply the spherify deformer to the subdivided result and get the according necessary deformation on the base mesh. I think I've tried all the permutations possible and until now my idea is that the spherify deformer can only deform or the subdivided result or the base mesh, but never the base according to the result. That's the main problem with the spherify deformer for me. Cos' in the end what I need in these cases are simple polygon based geometry to put under SDS, without deformers. Coming back to the starting case, just to simplify: a basic hexahedron. If I put it under a Hypernurbs, and after it as a second child I put the spherify deformer, I would have a perfect spherical result after the subdivision. But after that, how can I get rid of the deformer and get the right base mesh that would give me the same subdivided result? Maybe I'm missing something very simple, but that's the kunundrum... Thanks anyways, man. - And thanks, Caveman, for the link to the script. It'll be very useful. - And just to clarify, guys, I mentioned a light bulb just as an example. I'm not modeling one, right now. In fact, late last year I modeled a light bulb but because of this exact problem I had to leave just the bulb with a much larger polygon density and not subdividable. I'll attach some images. (And as relatively I consider this an old model, please don't mind the triangles and the couple of T-Verts, as they say. It doesn't happen no more, you rest assured!)
  10. Thanks for the recipe, Cerbera. I'll try that. As I don't have the point-to-circle script, I've been using the FFD deformer to transform that small plane you say into a circle. I think I can get close. But I keep forgetting about the soft selection, I almost never use it for anything. Anyway, I've been searching the web for more clues about this, and what I've understood is that whatever method people use, the end result seems to be always just an aproximation, never the perfect spherical. Maybe one lucky day I'll find the perfect method by chance. Until then, thanks for the tips.
  11. The problem with the spherify deformer is that it can be idealy used only for a generic sphere. That will be almost never the case when modelling real objects. The general case will be objects WITH spherical parts. For example, the generic light bulb will end sphericaly, but the whole shape is something else. I keep finding online examples of techniques to achieve a spherical part under SDS, but never a good tutorial. For example, I've noticed that one thing that people do is to substitute the triangulated pole in the end of a standard spherical with a kind of quadrangular filling. But when I see that and try to emulate by myself, I never get the right result. I'll attach an example I found of a light bulb for instance. (I found those images on turbosquid. I don't know the protocol, but if I can't post it here, just let me know) - The thing being: if anyone knows any tutorials or anything about sphericals under SDS, I would appreciate it.
  12. Hello, all. I've searched the Cafe and the internet in general about this, but coudn't find a perfect solution. I'd like to know any method you guys use in order to model spherical objects when apllying them to SDS. I know that a standard sphere is not good for subdivision because of the poles of triangles that produce pinching and artifacts after SDS. I'm currently using the hexahedron to model any kind of spherical objects for SDS, cos' it's all made of quads and that way doesn't produce artifacts. But the problem is that an hexahedron, after subdivided, doesn't end up as a perfect sphere. It results in very subtle bulges that deform the shape of an exact sphere. So, if you guys have any suggestions, tips, on how to get a perfect sphere using subdivision It would be greatly appreciated. Thanks.
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