Improved Primitives

Discussion and updates on Curvy 3D Beta development.
Simon
C.E.O.
Posts: 2639
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.
Contact:

Improved Primitives

Post by Simon »

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.

Image
Simon
C.E.O.
Posts: 2639
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.
Contact:

Re: Improved Primitives

Post by Simon »

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

Image
Funken
Posts: 49
Joined: Sat Feb 10, 2018 8:23 pm

Re: Improved Primitives

Post by Funken »

Also quad fill for cylinders, please. :D
Simon
C.E.O.
Posts: 2639
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.
Contact:

Re: Improved Primitives

Post by Simon »

Please explain? Do you mean quads on the end caps?
Dan Silverman
Posts: 846
Joined: Wed Dec 10, 2003 5:28 pm
Location: USA

Re: Improved Primitives

Post by Dan Silverman »

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

Image
Desktop Workstation
Intel Core i9-10900K 3.7GHz
128 GB RAM
RTX 3090 ti
Windows 11 64-Bit
Simon
C.E.O.
Posts: 2639
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.
Contact:

Re: Improved Primitives

Post by Simon »

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.
Funken
Posts: 49
Joined: Sat Feb 10, 2018 8:23 pm

Re: Improved Primitives

Post by Funken »

Sorry for late answer. Dan's picture shows exactly what I meant. Quads all the way to get red of the poles.
drawsattention
Posts: 47
Joined: Fri Apr 26, 2013 4:34 pm

Re: Improved Primitives

Post by drawsattention »

All I can say about the primitives is AWESOME!
kenmojr
Posts: 46
Joined: Sat Feb 14, 2009 4:17 pm

Re: Improved Primitives

Post by kenmojr »

Looking good.... :D :D :D
Funken
Posts: 49
Joined: Sat Feb 10, 2018 8:23 pm

Re: Improved Primitives

Post by Funken »

Long time no news. How's the dev going, Simon?
Simon
C.E.O.
Posts: 2639
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.
Contact:

Re: Improved Primitives

Post by Simon »

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.
Simon
C.E.O.
Posts: 2639
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.
Contact:

Re: Improved Primitives

Post by Simon »

Quad Cylinders. Compared to these, Quad Spheres should be easy.
Simon
C.E.O.
Posts: 2639
Joined: Wed Dec 01, 2004 8:13 am
Location: Kingston Upon Thames, U.K.
Contact:

Re: Improved Primitives

Post by Simon »

Quad Spheres. More even surface point density, but slightly less convenient UV wrapping.
Funken
Posts: 49
Joined: Sat Feb 10, 2018 8:23 pm

Re: Improved Primitives

Post by Funken »

Nice!
franklejp
Posts: 15
Joined: Mon Mar 04, 2019 8:59 pm

Re: Improved Primitives

Post by franklejp »

Curvy is going to be so amazing for kit bashing mechanical designs it is not even funny.
With some sculpting and smoothing, it will be great for organics as well.
Post Reply