Dice not nice

Dice not nice

Hello.
I'm trying to make a dice, but somethings goes horribly wrong.
See screenshot.
I'm a novice to 3d and Cheetah and can not configure what i'm doing wrong.
I'm using subdivisions twice in an boolean combination of a square and a ball.
Can someone tell me how to get a smooth dice?

Thanks.
 

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I'm using subdivisions twice in an boolean combination
I don't know whether this is a good idea. What about using a box and making it editable, use the scalpel tool to cut the corners off and use the make poligon to add new corners. Then subdivide the whole thing and set iteration to 4.
corners.jpg

Hope this helps

Andrew :D
 
Hi,
the boolean tool and the subdivision tool don't work very well together. That's because of some technical reasons in the subdivision algorithm (it doesn't like ill shaded triangles).

If you want to use the subdivision tool you should always model the mesh manually. A mesh like on the image below creats a nice dice and can be created in 2 minutes.


By,
Martin
 

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Did not work out

Thanks Martin.

I tried for several hours but it did not work out the way I wanted and I had a deadline to respect. Finally I made it in Photoshop and Illustrator.
This is no blame for Cheetah but a clear indication of my very limited 3D-skills. I really have to learn more.

Thanks again.

Pieter
 
I still believe there are not enough primitive objects in Cheetah's library. In my opinion, it's too hard to make nice cubes and cylinders with bezels. It's too long to do, just for simple objects with bezels. There should be more options for the cubes, cylinders and cones.

Also, I find it pretty hard to make a "pie" tip out of a cylinder. There should be more options for the cylinder, like there are some for the sphere. For example, to make half a cylinder. Right now, I'm forced to simplify the cylinder, remove some parts, and then close the gap with the "Fill hole" tool. It's too long and not very precise in many cases. I can also use the boolean tools, but then they gives frequently very ugly artifacts and this technique feels very "unatural".

Also, I don't know how to make some curved geometries, like horns. The sweep tool should have more options like size at beginning and size at end. This would ease a lot the process of making a trumpett or a horn, for examples.

Martin, please, add more primitive objects ! :(
 
Hi Kali,
I agree with all the points in your reply.

In my personal opinion, the tools needed for the smooth modeling of a die is Beveling, a Bevel tool
that can do both rounded as well and angular
beveling. I have made a request for this for C3D v.3

As for easy modeling of a horn or turmpet.
I have also made a request for the ability to
sweep two profiles along one path, and ability to
sweep one profile along two paths.

I have been using bevel and sweep tools in FormZ for these kinds of modling; but I still prefer Cheetah 3D for its elegant, simple and enjoyable interface.

I hope we get these tools in Cheetah3D v.3.

I remember Martin mentioned somewhere that
Cheetah 3D was originally meant for modeling
organic forms. However, I believe more and more
users are longing for more precision modeling tools.
The Cheetah interfacce is so elegant that I can see
thousands and thousands of 3D artists switching to
Cheetah, if more precision tools are implemented.
.........Enoch
 
Hi,

ENOCH A. said:
In my personal opinion, the tools needed for the smooth modeling of a die is Beveling, a Bevel tool
that can do both rounded as well and angular
beveling. I have made a request for this for C3D v.3

A angular bevel can be can be done with the inner extrude plus the normal move tool. But I have to admit that a rounded bevel is a little bit more problematic. A specialised bevel tool would indeed solve some problems. I think it has a good change for v3.0.

ENOCH A. said:
As for easy modeling of a horn or turmpet.
I have also made a request for the ability to
sweep two profiles along one path, and ability to
sweep one profile along two paths.

Ditto.

ENOCH A. said:
I have been using bevel and sweep tools in FormZ for these kinds of modling; but I still prefer Cheetah 3D for its elegant, simple and enjoyable interface.

Thanks.

ENOCH A. said:
I hope we get these tools in Cheetah3D v.3.

These type of tools are actually quite easy to implement. But nevertheless they need some time. So if I don't run out of time I will try to add them into v3.0. But I can't promise because it is quite difficult to predict how long feature X actually needs. And I haven't even started with v3.0.

ENOCH A. said:
I remember Martin mentioned somewhere that
Cheetah 3D was originally meant for modeling
organic forms. However, I believe more and more
users are longing for more precision modeling tools.
The Cheetah interfacce is so elegant that I can see
thousands and thousands of 3D artists switching to
Cheetah, if more precision tools are implemented.
.........Enoch

I will try my best.

By,
Martin
 
Nice dice ! small "tutorial"

i took up this old thread as a modelling challenge.
and i came up with a nice and simple way to make a dice
(you could call it 'elegant' ) :

- create a cube, with 3 sections on each side, make editable
- select the middle square polygon of each side (six),
and do "tools -> polygons -> normal scale" by 2.0
- next, in point mode, take the 8 corner vertices, and manually
scale them down (towards the center).
- then, in edge mode, take the middle section of
each rib of the cube (eight), and scale them down a little, towards centre.
- throw in a subdivision, and ready is case.

Nice dice - viel erfolg !

www.3-s.be
 

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Had a go and came up with this.
1. Make a cube ->editable.
2. select all vertices-> inner extrude (turn off preserve group).
3. Delete the selected vertices.
4. Fill the empty holes.
5. inner extrude(offset set to 0.1)the six largest faces.
6. Add a subdivide modifier.
 

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Dice with eyes.

Hi.
Her is my solution, without touching camera or any other view. So follow me.

A. make a box editable and select all points in pointmode
B. make an inner extrude while "preserve group" is unchecked. Make normal move by click+dragging mouse to the left until OpenGl will flashes a second time and you reached normal"0" .
C. Convert selection to olygons, then invert selection. Now all 6 sides are selected.
D. Make an inner extrude and throw in the subdivisionsmodifier. Done in 35 sec.

Small tip. Try this from the beginning whith the subdivisions modifier included. So you have absolut control to your final mesh including the rounded edges.

With kindest regards from your local dealer.
Fran
 

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Oops forgot to mention turn off preserve groups, D'oh!:) This would make a good contest, speed modeling.

Andrew
 
Ok I know, the phrase: flogging a dead horse springs to mind but I just couldn't help my self.
1. Make a cube editable
2. Select all edges and inner extrude (with preserve group unchecked).
3. Add a subdivision modifier.
 

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dice problem.

Hi Frank,
I used a simpler model.
1. Make a cube editable
2. Select all edges and inner extrude (with preserve group unchecked).
3. Add a subdivision modifier.

I have been playing around with settings.

If I use :

Subdivision Iterations = 6.
Smooth Angle = 100.

This gives me the best result I can achieve but they are still poor close up and take ages to convert.

Is there any other method I can use ?

Cheers

SteveW
 

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I agree with Frank - too much geometry for simple dice - AND - there is something about your settings that makes all the polygons visible in your render. I believe Frank suggested looking at the "smooth angle" - perhaps also your light needs adjustment - more samples perhaps and a larger light even.

The problem does not appear to be Cheetah or the modeling technique - it looks like settings in 3DExchange will help improve your render/image.
 
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