Improved Primitives

Discussion and updates on Curvy 3D Beta development.

Improved Primitives

Postby Simon » Fri Apr 27, 2018 10:03 am

Curvy 3D 4.0 will have more primitive types and better control over their creation.

Here is an example Cylinder with variable resolution, to allow for low-poly items as well as easier to sculpt hi-poly objects.

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Re: Improved Primitives

Postby Simon » Fri Apr 27, 2018 2:24 pm

Multi Res Cube. As well as a bevelled edge, higher res Cubes will keep an even mesh density as they are resized.

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Re: Improved Primitives

Postby Funken » Sun Apr 29, 2018 8:11 am

Also quad fill for cylinders, please. :D
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Re: Improved Primitives

Postby Simon » Sun Apr 29, 2018 1:26 pm

Please explain? Do you mean quads on the end caps?
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Re: Improved Primitives

Postby Dan Silverman » Tue May 01, 2018 6:59 am

Cylinders with quads on the cap ends are important as, in some circumstances, they can create rendering errors without them.

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Re: Improved Primitives

Postby Simon » Tue May 01, 2018 11:13 am

Those look great. Much better for sculpting.

I guess that also counts for spheres - would be good to have well formed quad ends rather than a massive fan at a point.
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Re: Improved Primitives

Postby Funken » Wed May 02, 2018 5:15 pm

Sorry for late answer. Dan's picture shows exactly what I meant. Quads all the way to get red of the poles.
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Re: Improved Primitives

Postby drawsattention » Thu Jun 14, 2018 5:20 pm

All I can say about the primitives is AWESOME!
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Re: Improved Primitives

Postby kenmojr » Tue Jun 19, 2018 5:37 pm

Looking good.... :D :D :D
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Re: Improved Primitives

Postby Funken » Fri Jun 29, 2018 2:46 pm

Long time no news. How's the dev going, Simon?
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Re: Improved Primitives

Postby Simon » Fri Jun 29, 2018 6:24 pm

Sidetracked on some other projects at the moment, I do have a lot of 3D modelling lined up, and when I model it always pushes me to develop the tools too - so hope that will be good for Curvy.

At the moment I am also mulling over some big UI questions, and not yet settled on answers. Same things I've mentioned before that will allow Curvy grow without getting totally bogged down in complexity (and should also make the existing tools even simpler to use). After that I should be able to get the new features working inside the new UI, and wrap the whole thing up for an early-look beta - but it won't be soon.
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Re: Improved Primitives

Postby Simon » Wed Oct 10, 2018 1:39 pm

Quad Cylinders. Compared to these, Quad Spheres should be easy.

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Re: Improved Primitives

Postby Simon » Wed Oct 10, 2018 11:17 pm

Quad Spheres. More even surface point density, but slightly less convenient UV wrapping.

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Re: Improved Primitives

Postby Funken » Thu Oct 11, 2018 6:34 pm

Nice!
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