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Subject: Tutorial: Model A Cubic Lattice Abstract in Blender 2.76


LuxXeon ( ) posted Sat, 14 November 2015 at 8:23 PM · edited Fri, 29 November 2024 at 2:48 AM

This video is a companion tutorial based on my previous 3dsmax video of the same object, in which we will model this complex mathematical sculpture for use as a digital render asset, or for 3d printing. The techniques used here are directly translated to Blender from the techniques I developed in 3dsmax. Be sure you have the Loop Tools addon enabled for this tutorial. I have the Pie Menu, and Dynamic Spacebar Menu addon enabled, but they are not necessary to complete this exercise. As always, thank you for watching, and please don't forget to Like this video, and subscribe to my channel for many more. Enjoy.

Model A Cubic Lattice Abstract In Blender 2.76

mathmodel2.jpg

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RobynsVeil ( ) posted Sat, 14 November 2015 at 9:24 PM · edited Sat, 14 November 2015 at 9:25 PM

Cool, LuxXeon! 👏

(um that's supposed to be clapping) 😏

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

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LuxXeon ( ) posted Sat, 14 November 2015 at 11:37 PM

RobynsVeil posted at 11:37PM Sat, 14 November 2015 - #4238644

Cool, LuxXeon! 👏

(um that's supposed to be clapping) 😏

Haha. Thanks, Robyn. I'm following your Python thread with great interest. Very impressive.

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maxxxmodelz ( ) posted Sun, 15 November 2015 at 11:15 AM

Hey John, check out my reply on that vid. I found a way to select all of those center plus-sign faces on each side of the cube shape at once, using similar select, instead of manually. While it's true that there's no immediately available way to select them at the face level, if you go down to vertex level, and select just one point in the upper corner of one of the faces, then choose "Amount Of Adjacent Vertices" from the Similar Select list, it will grab all those verts around the object. Then, with all those vertices still selected, just tap over into face mode again, and voila! All the proper faces will be selected! If you need me to show you a video of that, let me know, but it works! I haven't figured out the issue with having to rebuild the ngons yet unfortunately, but I'm looking into that one too.

Great tutorial, by the way.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


Lobo3433 ( ) posted Sun, 15 November 2015 at 8:00 PM
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As always thank you John for sharing your knowledge and skill

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LuxXeon ( ) posted Sun, 15 November 2015 at 9:52 PM

Thanks, guys. Maxxmodelz, that's an excellent find, and definitely worked well. There are actually a few amendments to this video I need to make. Unfortunately, there's no way to do it after the fact. However, the one major discovery that will save the most time has been included in the video as a annotation at about the 12:00 mark. So, if you've watched this video already, there's new information I've added, which will help save a lot of time in the end. That is, if you remove the selected edges with "Dissolve Edges" option, you can DEselect the "dissolve vertices" option in the Operator panel at the left of the screen in the Tools panel. This gives the result I was searching for originally, and allows you to avoid rebuilding the faces as ngons on the object. It's a big time saver.

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HMorton ( ) posted Tue, 17 November 2015 at 7:07 PM

I honestly had no idea the dissolve edges command had that feature in it. Then again, I also wouldn't have known why anyone would want to keep the vertices after edges were deleted either. This was very interesting!


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