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Forum: 3D Printing
 Topic: Loose shells? Really?
Re: Loose shells? Really? [message #114502 is a reply to message #114499 ] Sat, 25 April 2015 00:20 UTC
avatar TrainThingz is currently online TrainThingz
Messages: 110
Registered: March 2012
Go to my shop
Senior Member
If inverted normals was the problem then shouldn't it be consistent across all the models, since they were all clones of the original? Yet it's not. consistent.. Less than half of the street lights have the problem.

ETA: These files were exported straight from .skp in Sketchup to .dae for upload with no intermediate steps.

[Updated on: Sat, 25 April 2015 00:38 UTC]

Forum: 3D Design
 Topic: How do you create mathematical models?
Re: How do you create mathematical models? [message #114503 is a reply to message #114495 ] Sat, 25 April 2015 00:23 UTC
avatar unkerjay  is currently offline unkerjay
Messages: 43
Registered: January 2015
Go to all my models
The more I messed with your file, luxxeon, without knowing
what I'm doing, the worse it got.

So, I may wait to see what you come up with. I defer to you.

I did try playing around with Asopticom's star sphere.

Came up with the stl below, from the Blender file.

His was designed as a sphere, rather than a ball,
That accounts for the lack of solidity to his finished
product (or mine for that matter).

I just deleted the fill in parts leaving just the star
shape - solidify / smooth, rinse, repeat, you know
the drill.

For you and others, for what it's worth.

I'll try to update it in the near future as I did with
my attempts at yours - annotating the file for whoever
might want to have a crack at it.

The blender file isn't completely done. it's about
halfway to two-thirds done.

For reference, here's Asopticom's youtube tutorial:

My file picks up about the 2:45 mark of his tute.

(for the record, the beginning steps are to create, essentially,
a rhombicosidodecahedron, which is readily available under
the Math Functions, Solids, Custom menu. You can save yourself
some effort in the translation, and in the creation by just starting there.
The squares are rectangles when he's done, but, the same structure.)

[Updated on: Sat, 25 April 2015 00:23 UTC]

Re: How do you create mathematical models? [message #114504 is a reply to message #114503 ] Sat, 25 April 2015 00:28 UTC
avatar luxxeon  is currently offline luxxeon
Messages: 4
Registered: April 2015
Go to all my models
Junior Member
I'm recording a tutorial video now. Unfortunately, the sound may not come out in this one. My mic is acting up here, but I will create annotations in the video if the audio fails me. I should have this available for you within the next couple hours. I'll post here when it's available for you to check out.

There's a few steps in Blender that aren't in my Max tutorial, because of the difference in the tools. Just a few extra steps. But then again, there's some routines in the process for Blender that are shorter than in Max. You'll see the difference in workflow. I can see how, if you're following my Max tutorial, you can get messed up badly in Blender. There's definitely some unforeseen differences that really do require a separate tutorial to clarify.



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