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Seiko Mens Watch -WIP
Posted: 06 July 2012 10:05 PM   [ Ignore ]
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This started as a simple box modelling project on a lazy afternoon and has evolved into a Watch.
Hexagon has a lot to offer and this is a simple enough project.
Will try to finish and distribute if anyone interested.

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Testview_(640x583).jpg
cube1_(640x443).jpg
watchband1_(640x443).jpg
watchband_(640x443).jpg
watchwband_(640x397).jpg
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Posted: 06 July 2012 11:51 PM   [ Ignore ]   [ # 1 ]
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Where are all the edges in the face coming from or going to? it should be a single quad from what I can see.

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Posted: 07 July 2012 12:46 PM   [ Ignore ]   [ # 2 ]
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Here is no face yet. Here is the clasp

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clasp.jpg
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Posted: 07 July 2012 02:29 PM   [ Ignore ]   [ # 3 ]
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testview (pic #1) inside back large rectangle shows an “n”-gon set of triangles pointing to center; which could and probably should be a quad…that is the ‘face’ that was mentioned.

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Posted: 07 July 2012 07:52 PM   [ Ignore ]   [ # 4 ]
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Thanks. will do that to reduce polly count. Now that i think of it I dont need all those linkpins in the band either so i could remove them too.

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Posted: 07 July 2012 09:56 PM   [ Ignore ]   [ # 5 ]
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Yea, that was what I was talking about. Not just to reduce the poly count but it’s never a good idea to have that many lines meeting at a single point. On a flat surface like that it’s also likely to produce shading artifacts.

As for the pins, if you have one at every link then definitely trash them, they’ll never be seen. The ones connecting the band to watch might be seen if it’s ever in that close a shot, even if it’s just the ends. If you just eliminate all the subdivisions along it’s length it’ll use less polys than if you made a cap for each side. No reason for all those subdivisions on a cylinder any more than a cube unless it’s bending or changing radius.

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Posted: 07 July 2012 10:53 PM   [ Ignore ]   [ # 6 ]
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admkrk - 07 July 2012 09:56 PM

Yea, that was what I was talking about. Not just to reduce the poly count but it’s never a good idea to have that many lines meeting at a single point. On a flat surface like that it’s also likely to produce shading artifacts.

As for the pins, if you have one at every link then definitely trash them, they’ll never be seen. The ones connecting the band to watch might be seen if it’s ever in that close a shot, even if it’s just the ends. If you just eliminate all the subdivisions along it’s length it’ll use less polys than if you made a cap for each side. No reason for all those subdivisions on a cylinder any more than a cube unless it’s bending or changing radius.

Whats the best way to go about removing the subdivisions.

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Posted: 07 July 2012 11:54 PM   [ Ignore ]   [ # 7 ]
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The easiest way is to dial them down when you first create the cylinder. wink
I always forget and in Hex you can’t do it after you validate it so it usually means starting over even if you haven’t done anything yet with it.

Depending on your patience I can think of two ways for the point you’re at. The easiest might be to select all the edge loops between the ends and hit backspace<strays only(?). Check to make sure the points were dissolved also, sometimes they aren’t.  Alternately, note all the srt(scale, rotation, translation) values for each one and create a new cylinder, replacing all the appropriate values.
I’d suggest the first especially if you beveled the edges of what you have now. Plus I usually can’t get Hex to behave properly when typing in rotation values.  Snap<align(?) helps as long as you don’t delete the original before replacing it, which you shouldn’t do anyway until all the srts are the same. 

 

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Posted: 08 July 2012 12:31 AM   [ Ignore ]   [ # 8 ]
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Good to know, I thought there was another way after they were created. Will try to loop trick. Here is the latest. Will need some cleanup before working on face.
The fun part will be looping this around genesis wrist.

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watchwband2_(640x310).jpg
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Posted: 08 July 2012 10:44 PM   [ Ignore ]   [ # 9 ]
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Tugpsx - 08 July 2012 12:31 AM

The fun part will be looping this around genesis wrist.

Might have been easier to model it that way to begin with? If you deform by curve it will probably deform the individual pieces as well. If you look up a “tank tread” tutorial(doesn’t have to be Hex oriented, duplicating along a curve works the same in most programs) however you should be able to figure out how to get the band pieces to wrap around. Then it’s just some fidgeting to get the face and clasps to line up properly.

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Posted: 09 July 2012 12:50 AM   [ Ignore ]   [ # 10 ]
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Actually it wasn’t as bad as i thought, it was figuring out the IK for the fold, thats gonna be a bit tricky.
For a DAZ prop none of that is needed. But for a close up it may be interesting to have.

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watches1_(640x310).jpg
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Posted: 09 July 2012 11:47 PM   [ Ignore ]   [ # 11 ]
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Decided to try a different body style.
The face is a quick mockup using UVMap

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watches2_(640x409).jpg
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Posted: 10 July 2012 11:00 PM   [ Ignore ]   [ # 12 ]
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Interesting thing happened. Did the UV mapping in Hexagon when exported to Octane the decal face map is split.

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testwatch1a_(640x411).jpg
testwatch1.png
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Posted: 12 July 2012 08:27 PM   [ Ignore ]   [ # 13 ]
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Updated. layout in Hexagon and rendered in Octane.

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testwatch2b.png
watch1a.gif
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Posted: 13 July 2012 07:47 AM   [ Ignore ]   [ # 14 ]
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This came out really great.  Good work.

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Posted: 13 July 2012 10:41 AM   [ Ignore ]   [ # 15 ]
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Thanks. Will attach to Genesis arm for another quick render. Looks like I will have to loose some of the folding clasps to make is a decent prop. In most case it would not be seen when worn by character.

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