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Got art?
Sure, here, look everyone! 39%  39%  [ 12 ]
No, But I'd like to see some as well. 58%  58%  [ 18 ]
No, and I don't care. 3%  3%  [ 1 ]
Total votes : 31
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 Post subject: Re: You and me and art and stuff
PostPosted: Sat Jun 20, 2009 6:47 am 
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I like the name. It looks like a "Lurt".

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 Post subject: Re: You and me and art and stuff
PostPosted: Sun Jun 21, 2009 7:00 am 
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Ta. It was based on a weird shot of a pig crossing a road with it's ears over its eyes. Lurt is a weird word/name my brother has been throwing around for a while and it got applied to this guy due to the goofy look it has, Lurt the Lurtle.

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 Post subject: Re: You and me and art and stuff
PostPosted: Sat Jul 18, 2009 8:16 pm 
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More randomness done by me. Warning, these fella's are big. One has been outlined, the other just some siple shading

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 Post subject: Re: You and me and art and stuff
PostPosted: Sun Jul 19, 2009 12:17 pm 
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Nice one!
Kinda makes me think of a Necron Warrior. :)

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 Post subject: Re: You and me and art and stuff
PostPosted: Wed Jul 22, 2009 6:41 pm 
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That's some nice work K! That could be a modified Chimera in my opinion.

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 Post subject: Re: You and me and art and stuff
PostPosted: Fri Oct 16, 2009 3:39 pm 
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...so I finally have something to contribute to this thread. Well, sort of. I'm working on something to contribute to this thread.

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This is my project for Graphical Communications so far. The project is, literally, "Make something cool in Solid Edge." I don't know if anyone else uses the program, but it's a pretty awesometastic alternative to AutoCAD Inventor which, while good, is left in the dust by the newest version of Solid Edge.

Anyway, that's what I have so far, but I'm encountering some difficulties. Namely, I don't like the, for lack of a better way of putting it, "Cheekbones" of Vader. Right now, they aren't high enough. They look alright without the eyes in place (This model looks particularly amusing with eyeballs, since I revolved a whole sphere, which I then intended to extrude around), but when the eyes show up, it's obvious that I extruded incorrectly.

Any ideas on how I could make these work better? Here are my strategies thus far.

Strategy 1: Draw the front profile of the cheekbones on one plane and then, on a parallel plane farther back, draw the back edge of the cheekbones, and do a taper.
The issue with this: Solid Edge freaked out and decided that it wanted to be a jerk and stick some random curves in on just one side of the taper (the sketches were made using a mirror command; IE one side ought to be, quite literally, identical to the other).

Strategy 2 (the one that worked for this): Draw a large, solid block behind the "mouth" grill piece, then make a plane by three points and shave off excess material until I have the cheekbones.
The issue with this: While it works, it's tedious as hell, and though you can't see it in the picture that I posted, the mask looks odd as hell behind the "point" of the mouth grill. It should just come to a pyramidal point, but it doesn't; rather, there are about three little troughs where the point ought to be, the result of having to be careful when protruding and extruding, and doing this partially freehand, because I can't always snap to features when my plane is angled.

I can use strategy 2 to make new cheekbones that work, but I wanted to see if anyone else had some expertise to offer before I did anything.

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 Post subject: Re: You and me and art and stuff
PostPosted: Sat Oct 17, 2009 5:25 am 
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I personally would do by polygon modeling, starting from a small plane at the cheekbone and extruding its sides to in the end cover a whole side of the face. But I'm not a connaisseur of SolidEdge so I can't really tell how intuitive that technique would be.

In any case that is a very good start. Have you got good reference pictures?

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 Post subject: Re: You and me and art and stuff
PostPosted: Sat Oct 17, 2009 3:04 pm 
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Not pictures, per se. I have a small Vader head out of a Happy Meal from back when Revenge of the Sith came out, and I've been going off of that; I don't have any dimensions, so I'm winging everything.

I fixed up my cheekbones to where I like them, and now I'm wrestling with the eyes. Those little bits that go over the eyes are curved six ways to Sunday, and I can't get that curve to work.

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 Post subject: Re: You and me and art and stuff
PostPosted: Sun Oct 18, 2009 7:09 am 
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Try just making the ouline and leaving an empty hole for the moment. You can add the eye covers later by using an edited mesh or plane.

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 Post subject: Re: You and me and art and stuff
PostPosted: Sun Oct 18, 2009 7:23 pm 
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I think my program is a bit too different from yours for me to do that. We never went over anything involving an edited mesh, though we do have planes that you can place wherever, though I'm not sure how that would help you so much. I need to do some revolutions for the eyes, and I finally got them working alright. I've got the nose bridged, and now I just need to get a bit more curvature to those eyeballs and I'm golden. Pretty sure I can manage the curvature part; then my mask portion should be almost home free. The helmet will be my next big task to tackle.

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 Post subject: Re: You and me and art and stuff
PostPosted: Mon Oct 19, 2009 6:27 am 
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I don't think the helmet sould be that hard. Just think of it as a cone with a half-sphere on top. :wink:

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 Post subject: Re: You and me and art and stuff
PostPosted: Mon Oct 19, 2009 5:56 pm 
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I tried that and... well, the "half-sphere" bit just doesn't look right to me. I'm thinking it's actually a small segment of a larger circle revolved. IE, rather than a half sphere, it's something like 45% of a circle revolved around a point in the center of the head. I've tried a fair number of revolutions, and I'm okay with the one that I've got now, though I'm not thrilled with it. Hopefully the "back" portion of the helmet will be easier, though. I'll get to that once I finish this ****ing DE/read my Physics III textbook until I understand what the hell my prof was talking about regarding optics today.

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 Post subject: Re: You and me and art and stuff
PostPosted: Tue Oct 20, 2009 1:04 am 
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D-d-d-double post! Anyway, I have another update (yeah, I know, I'm going back to my old spamming ways) and now my Vader head is actually looking decent, so I figured I'd do a brag post. Image

Things left to do:
1) must give Vader something to fill that space between mask and helmet. That may or may not be a pain.
2) Work a bit more on the eyes. Right now the "lids" are too straight; they need some curvature. I think I know how to do that, but we'll see if Solid Edge wants to cooperate.
3) Put "eyelids" on the helmet. Going to be a pain.
4) Work on the bottom, so that everything tapers down to a neck. I need to get a common ground down there, then just do a tapered protrusion. Shouldn't be too hard.
5) Little detail; I have to make those little swept cylinder deals on the sides of Vader's mouth. That ought to be a five minute deal.

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 Post subject: Re: You and me and art and stuff
PostPosted: Tue Oct 20, 2009 8:59 am 
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Looking pretty good for the moment. I would recommend you try and reduce the amount of different pieces.

Though I must say I don't fully understand the modelling method of your program. Could you enlighten me?

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 Post subject: Re: You and me and art and stuff
PostPosted: Tue Oct 20, 2009 11:06 am 
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Solid Edge is based primarily around straight lines. In the "sketch" feature, you can draw out whatever you'd like to extrude, and then you can jump out of that, and turn your 2D sketch into a 3D feature, with twoof the faces of that extrusion being the original sketch. For example, to make a 4x4x4 block, you would first sketch a 4x4 square in the sketch feature using straight lines, then extrude it to an extent of 4 units.

Say you wanted to cut a circle out of that. Using the "cutout" tool, you can sketch a circle on one of the faces of the new solid, then carve out to whatever extent you want.

Making something that tapers or curves is a bit more difficult. There are tools for these sorts of things, but they get touchy when you work on something as complex as the mask, and sporadically claim that the face has zero thickness, or something like that.

For what it's worth, the whole thing isn't just in a bunch of pieces; it's actually (going to be) one piece when I'm done. Like I already said, I still need to do some extruding to make the complete face.

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