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Boolean in Carrara or Hexagon or am I a fool?
Posted: 12 September 2012 02:29 PM   [ Ignore ]   [ # 31 ]
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Group hug!!

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Posted: 12 September 2012 02:34 PM   [ Ignore ]   [ # 32 ]
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And to give you a basis of comparison, I re-did the faceplate using the same boolean operations (in Hex), UV mapped it, and exported to Carrara, and it took right around 4 minutes. A little longer. Although I always get messed up with Hex booleans because you have to go into faces mode, not object mode before you boolean, or it thinks you’re generating a spline or something. Always messes me up.

Anyway, like I say, it mapped fine, renders fine, and is pretty quick. Though Carrara converts the big n-gon generated by Hex into a million triangles, which is messy but it works.

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Posted: 13 September 2012 02:06 PM   [ Ignore ]   [ # 33 ]
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Of course, you can do any modelling you want in Carrara. The question is, when faced with a modelling task, what’s the best way to go about it?

That’s exactly why is I’m saying that a Boolean operation is NOT the “Best” way to go about it.
also that for someone “new” to modelling, it’s not a good first option to choose boolean.

You’re convinced that, in this case, a boolean is not the way to do it. No real reasons given, just a statement. I gave many reasons why your method is no better than a boolean.

I posted two examples images of how it can be done using the software the customer asked about. not an alternative modelling software.

If you look at the examples I’ve posted on the first page , you’ll see there are NO ngons. and that seems to be the main reasons you gave for not using one of the options I suggested, yet in your own attempt to prove yourself right, in Hexagon , by using a Boolean, you note that ....

Though Carrara converts the big n-gon generated by Hex into a million triangles, which is messy but it works..

 

Messy but it works isn’t very good at all.  not Professional. and not clean modelling, therefore , not good advice.

I showed an example of how a boolean can work fine for what he wants, and it UV maps okay and renders okay, and can be done very quickly. You discard all that and stick to your guns. That’s fine, and what I expected.

Your example has a Flat Colour shader,
Q: how does that show that it’s UV mapped, or will texture correctly, ?

The same can be done in Carrara, and will result in an equally messy model, which can also be shaded and rendered.

The question wasn’t “what’s the fastest method”, it’s What’s the “best” method.

I don’t work for DAZ, and I have no need to steer everyone to solving their problems in Carrara. Apparently you do.

No,. I DO NOT WORK FOR DAZ-3D again you make hugely inaccurate assumptions about me, and you question my integrity and the reasons I post advice here.

I don’t get paid by anyone to come here and I DO NOT offer advice for any reason other than furthering peoples knowledge.

Well, except for expecting people to do it in an external vector drawing program.


The advice to import an AI or EPS file is an “OPTION”, and it applies in 3D software throughout the industry.

The spline (vector) shapes can be created just as easily within carrara,. as the OP has already done.

Importing an AI, or EPS is an “optional”  method , mostly used when you’re using technical drawings from a client, and it’s also a short-cut for someone without much direct modelling experience.

I’m sure you’re not seriously suggesting that by using external image editors or drawing programs that it’s somehow wrong to do so, or wrong to make people aware of that option.

Again, that’s fine. But that’s no need to discard some very well thought out and presented information on modelling technique that professionals use and consider, and instead make blanket statements that everyone else is wrong.


I didn’t discard anything,. I contradicted the advice to use Booleans as a “first approach” and I gave clear examples and screen shots of HOW it can be done within the software which the OP asked about.
I also expanded on the modelling advice to include how it can be done using Carrara’s shader functions, (alpha channel) rather than by modelling.

I made no “blanket statement” where I said “everyone else is wrong”.

Like I said, in some cases, such as this, there is no “good” or “ideal” way to do it. It’s a very difficult mesh to generate cleanly and without n-gons and other somewhat undesirable polygons.



I disagree, there are indeed good and ideal ways to model cleanly,. but if you don’t learn them, you’ll never use them.

Here’s an example of how simple it can be in Carrara, using a vertex grid, deleting some polygons, and using a simple extrusion.
Note that I’m showing the base Mesh here, and there are absolutely no unwanted Ngon’s being created using the extrusion method.

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Posted: 13 September 2012 02:41 PM   [ Ignore ]   [ # 34 ]
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Okay, Andy.

You’re right, and I’m wrong. Sorry for questioning you.

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Posted: 13 September 2012 03:55 PM   [ Ignore ]   [ # 35 ]
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3DAGE - 13 September 2012 02:06 PM

Thanks for providing level headed advice, I appreciate it.

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Posted: 14 September 2012 05:26 AM   [ Ignore ]   [ # 36 ]
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Thanks Thoromyr smile

Joe smile Don’t stop questioning. .. asking questions is how we learn.

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