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File: skull-fusion.jpg (51 KB, 940x510)
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I just discovered fusion 360.
Why would you model in anything else?

Obv hard surfaces only but still, why bother learning polygon subd modelling?

Meme or legit?
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>>628105
Its a meme. Just keep doing whatever you're doing you're going to make it bro everyone will love you.
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>>628105
>spend nearly 15 minutes doing something that should take 5 tops using literally all the tools that already exist in box modeling, but turned around and renamed
Gee I don't know.

https://www.youtube.com/watch?v=NypRE2aFhh4

or for something longer

https://www.youtube.com/watch?v=3UUBL-9gIlY

The only sort of "nice" thing is that it seems like you can edit anything at any time (in a near procedural way) which is a workflow that exists in box modeling too (via modifiers and scripts) it's just not the standard and therefore if it's a thing you want to do, you'll need to spend time setting up your own "tools" (that you can then re-use on every project).

Someone did exactly that in Blender making some generic masterxeon-style robot thing (it wasn't master xeon though), he made every aspect of it procedural and modifier based even the UVs (via UV projection) so it's not like you can't do that with max or maya too, you just can't do it "out of the box"; you need to set shit up and approach your project with the goal of procedural in mind
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>>628105
depends on what you want to do with the mesh?
any deformation needs quads

if it's meant to be static then cad is quicker
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>>628136
Are you this stupid?
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>>628105
How the fuck did someone model a skull in fusion?
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>>628152
Having used fusion regularly, I'm fairly sure it was imported. How it was converted into a useable CAD file is the real question.
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>>628152
>>628153

You can import a mesh into F360, but it's really only intended for very light objects which you probably intend to use as a guide for something else you're building.
It's actually kind of a pain and I'd guarantee, the viewport in OP's pic would have been unusable slow.

First you have to switch off design history or you can't import anything, then import the mesh, then covert the mesh to T-Splines, then it appears in ops picture the T-Splines have been converted to bodies.

This was not modelled I'm F360, and trying to work in it in F360 (in its current state) would almost certainly result in instantaneous crashes.

Perhaps the skull was brought in to act as a surface around which to model some headgear, or jewellery or something.... but outside of that example case, there is no point in doing this. It's not what it's meant for.
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>>628105
Fusion was made with industrial designers in mind to streamline manufacturing and design into a single package.

Not gonna say it can only be used for that but....its Apples and oranges

In short

Sub d modelling gives total control of a surface to a vertex level which fusion can't provide.

TLDR
It's a meme, you dip
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>>628155
Yeah I thought t splines too, didn't know the process was automated though, but like you said, what's the fucking point
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>>628156

sure it's a meme unless you're doing rough concept work, in which case it's totally usable
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>>628105
Fusion 360 is excellent for creating hi-poly hardsurface props, and if you know what you're doing you can actually generate the low-poly from Fusion as well.

Ignore the twats who describe everything they don't understand as a 'meme'.

If you want to make hi-poly props of man-made objects, Fusion 360 is way, way quicker than poly-modelling.

That said - I do tend to run the things I make in Fusion through Zbrush, to make alterations that are possible but time-consuming in Fusion. I don't think I'd recommend including Fusion as a core part of your HP workflow if you're not comfortable with various basic processes in Zbrush.
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>>628156
>Sub d modelling gives total control of a surface to a vertex level which fusion can't provide.

This is ridiculous. Fusion allows you to create solid bodies to an accuracy of 1/100th of a millimetre. When you are finished making a the the overall forms of your body (the phase that would be called 'blockout' in a poly workflow) you then round out the edges with precise chamfers and fillets that are highly controllable, editable, and again - accurate to fractions of a millimetre. These solids can then be exported at whatever ridiculously high poly-count you want, again by setting precise accuracy parameters in real-world measurements.
In a sub-d workflow, you create your blockout, then more or less randomly place edge-loops and apply catmull-clark algorithms to the entire mesh, creating shitloads of unnecessary topology all over the object till it looks smooth enough to the eye. Unless you use chamfer modifiers (which often cause problem triangles and stars on corners) you have no idea of the type of rounds that you're putting on your edges - there are more accurate ways of doing it if you want, but let's be honest the reality is that the whole process of smoothing out box models is about randomly adding geometry till it looks right.

You can make complaints about Boolean modelling - but to say Fusion doesn't give accuracy and control over your surfaces is just patently false.
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>>628105
LOL. Gr8 B8 Mate. I rate 10/8.
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>>628152
you can make a skull if you want.
it has t splines, which is essentially subd modeling in cad.
you need to enter the sculpt workspace.
then you can start with a plane and extrude however you want.
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>>628105
>just discovered fusion 360.
>Why would you model in anything else?
---> Fusion 360 is a cloud based product that requires you to connect with the internet at least every two weeks.
GTFO with your cloud crap
Its probably what they have in store for Maya and Max in the future, too
beware.
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>>628224
>that requires you to connect with the internet at least every two weeks.

This, also, is patently false.
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i agree. i don't understand why we still use polygon modeling.
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>>628225
what is false? can you read?
https://knowledge.autodesk.com/support/fusion-360/troubleshooting/caas/sfdcarticles/sfdcarticles/Does-Fusion-360-require-the-internet.html
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>>628224
moi3d
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>>628224
I too hate connecting to the internet. Why anyone would want to connect to the internet is beyond me.
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>>628232
For safety, it's better if artist workstations are not exposed to the internet.
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>>628205
Said nothing about accuracy, also made no complaints about anything

I'm starting to think notion that you have any opinion worth anything in the subject is....patently false
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>>628234

You're making mediocre porn animations, you're not the fucking CIA, get over yourself.
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>>628805
>inb4 the CIA and (They) are behind porn




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