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hyperrealistic meshfill
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This arrangement shows the extreme subdivision level of the meshfill shape. I've spent ca. 8-9 hours for the whole thing.

Comments

Ted said:

Wow, that is very complex and definitely time consuming.

Thanks for sharing the wireframe Mo, it's very helpful.

12:35 AM on August 16, 2008

mo said:

@ Ted: It is not so time consuming(like it was in the beginning), cause I start working in straight line mode, and apply curve nodes only where I need them.

1:14 AM on August 16, 2008

Ted said:

If I'm reading you correctly, by straight line mode you mean you  convert all nodes to lines?

If so, I could see how that would simplify things.

1:45 AM on August 16, 2008

mo said:

No,Ted. What I mean is, you can adjust the nodes in meshfill the same way as nodes in vector curves. You can switch the nodes between straight(no handles, like lines) and rounded(with adjustable handles, like those in curves). In meshfill I start building up the subdivisions with straight lines, and when finished this step, I convert only a few nodes to rounded ones. It is very time consuming to work with all those handles. so I adjust only the "visible" round divisions.(I don't know if I've used the right terms)

2:13 AM on August 16, 2008

mo said:

Expressed in one sentence: It is much more difficult to MOVE rounded nodes WITH handles(worse result when overlapping!) than the straight nodes WITHOUT handles. Sorry for the bad explanation. :-)

3:52 AM on August 16, 2008

Ted said:

I understand Mo.  Yes the handles in the round nodes get in the way many times and cross each other so it is easier to just change them to straight.

Thanks

1:34 AM on August 17, 2008

mo said:

Yepp! The first nodes were converted to straight, and after finishing I converted only the nodes back to rounded ones in larger areas, like the hips, legs, butt, neck and the elbows. Might be only two dozends, the adjustment took a few minutes. The rest are still straight.

4:36 AM on August 17, 2008
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