Here's a couple done over the past 24 hours with 2.0

Show us your Curvy art here

Here's a couple done over the past 24 hours with 2.0

Postby Midnight Carnival » Sun Jul 11, 2010 12:01 am

Image

Image
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Postby sculptor » Sun Jul 11, 2010 8:38 am

nice shape forming going on here
i look forward to seeing how you develop your curvy3d creations midnight 8)
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Postby Midnight Carnival » Sun Jul 11, 2010 8:41 am

Thanks, man!

Yeah, not too good with the warp tools yet or else the monkey's feet would've been a bit more refined. =D
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Postby Simon » Sun Jul 11, 2010 12:26 pm

For toon style images using the Widget Move tool is better than the surface sculpting tools - it gives a smoother result.
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Postby Midnight Carnival » Fri Jul 16, 2010 8:39 pm

Simon, question about the move tool - when I go to use it I notice that it tends to drag the entire curve as opposed to just tugging and pulling on one area of the curve. And if I pull quickly it pulls the entire curve away from the object like pulling away a wire.

Is there some modifier key that I should be using along with widget move so that it focuses on specific parts of the curve as opposed to just moving the entire curve?

I know in poly modelers you would normally have intersecting edges and vertices so that that you could pull and shape specific areas. In Curvy, I've found that if I go to make cross hatching curves it tends to make a mess.
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Postby sculptor » Thu Jul 22, 2010 10:33 pm

use widgit move tool(hold left mouse button down on move tool then select)
then adjust using shape and scale down at the bottom right
drag on them with left mouse button :)
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Postby Simon » Fri Jul 23, 2010 9:41 am

You can also use the number keys 12345567890 to choose a scale for the widget move brush.

If you want to model a smaller area (like you might want to by adding horizontal curves) it is usually best to draw a new object and merge them later, or use the Curvy Map, or convert to mesh and use the surface sculpting tools.

[Older versions of Curvy did have horizontal curves, and it worked a bit like a patch based modeller - but I decided it was too slow and complicated to use]
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