Gravity Sketch: Cut Plane Design Technique
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- Опубликовано: 26 авг 2024
- I've been developing a non-destructive design technique for use in Gravity Sketch. I'm just rushing though it quickly in this example but you can use this method to do highly developed design work before you even start to build out final surfaces.
I find it to be very fast and effective, as compared with the standard approach of sketching and building SubD surfaces to fit the sketch lines.
Gravity sketch is my first experience with sub d as I'm primarily a solidworks user. This video is nothing short of inspiring. Thanks!
I’m so glad you found it helpful. I started in CAD too then started learning SubD many years later. Learning topology was the toughest part. GravitySketch is by FAR the easiest way to learn topology and SubD modeling.
really cool workflow - learned a lot thank you!
Is this way of doing it still accurate now..? I would hope for some tool that could cut the mesh at intersection.
Agreed
Too Cool!
The best part is that when two or more people are collaborating in real time, you can see each other’s headsets, controllers and pop up menus, so it’s easy to point any talk about things, and easy to teach the menu options to a new user.
this is a good video
but can you just cut with the plan, much like Split Body in Fusion 360? I am having a hard time figuring out how to boolean cut anything, it seems like everything has to be built up to something rather than cut away with a specified line.
GravitySketch does not do booleans. You would get really messy topology as a result of a Boolean operation, and it would look terrible when you subDivided it.
I started out in CAD, so when I got into mesh modeling, I had no idea how to create any form I wanted with good topology.
(Fusion360 is also capable of mesh modeling to a limited extent)
In fact I had no idea what topology was at that time, so I didn’t really understand the advantages of mesh modeling.
Topology is the basic boxes and inset surfaces of those boxes that make up a form. And of course when you turn on subD, it all smooths up nicely.
So to finish this spaceship thing, you would make each panel, windshield or window as a separate piece, and each piece would have clean topology.
That way, each piece could be made of just a few simple surfaces that can be subdivided to achieve a very smooth final surface.
So this method I’m demonstrating, lets you see the shapes of the pieces you need to build to get a nice final look, by creating new topology (or re-topo as it’s commonly called)
I hope that helps.
I had thought of making a tutorial on topology, since I had so much trouble with it back when I started. I don’t know how many people would find that helpful.
@@greggjohnson621thanks 💯❌💯
Great video.. How are you able to taper (on the go) the surfaces you pull out?
The following is from memory, so if it doesn’t work for you let me know and I’ll go back and test it in GS:
When you grab an edge, then trigger once to extend the edge, and move the new edge while still holding the grab button with your fingers, you can use your thumb to move joystick left or right, which will scale the edge down or up (respectively)
Scaling with the joystick also works for faces on the fly.
@@greggjohnson621 Thanks a lot; it worked.