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Old 12-09-2004, 04:42 AM   #16
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Jorge Baldeón
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Quote:
Originally Posted by robinb
Looks like it'll be great for generating chunks of objects for fragmenting in a more natural looking way than usual and certainly quicker than manually chopping them up.

I can't wait for Polyboost. I was wanting that flow connect tool today. :(

now that you mention it i havent seen a descent tool for doing cool CLEAN mesh cuts to use in fracture. Like the bacardi comercial ice cube in discreets video tuts, the person who did those cuts is a genious, i´ve had a hard time achieving this kind of cuts...so hard that for doing some cuts with detailed noise inside i had to use C4D´s boolean.

Could this tool help achieving stuff like that, if not doesnt matter because it rocks anyway.
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Old 12-09-2004, 08:51 AM   #17
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Brilliant!
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Old 12-09-2004, 09:42 AM   #18
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Chris Harvey
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Amazing, truely amazing...I can't wait to see more!
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Old 12-09-2004, 03:06 PM   #19
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wow, this is quite impressive! excellent work Rivendale. can't wait to check out the polyboost beta.

cheers,
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Old 12-09-2004, 05:36 PM   #20
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WOW ......
 
Old 12-09-2004, 06:19 PM   #21
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yes, very impressive
 
Old 12-09-2004, 07:11 PM   #22
Paul Buckland
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rocking rocks

Wow, you just about blew me away, solved a big set of problems I have with creek beds and rock face details. I can hardly wait. Can I be a beta tester :-)

Where can I read more ?
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Old 12-10-2004, 01:43 AM   #23
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Yes looks very impressive. Great work Riven!
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Old 12-10-2004, 04:24 AM   #24
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Shiiii..., that looks incredible Rivendale. So is this a MAXscript or an actual plugin you developed? Also, do you know how much it will cost yet or will you figure that out when it gets released?
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Old 12-10-2004, 09:45 AM   #25
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Hi there,


it looks fantastic, would it be possible to create meshes from bitmaps (say if you gave it a paletted image it would create a mosaic with a different material ID/Submaterial for the different colours?

Thanks,

Steve
 
Old 12-10-2004, 04:43 PM   #26
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Extremely cool way to create topology
Would make good creature skins.
Some of them look like a fractal pattern to me.
 
Old 12-10-2004, 11:47 PM   #27
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Great work, looks extremely promissing!
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Old 12-11-2004, 07:39 AM   #28
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Hi, sorry for the long respons time. Thanks a lot for all the positive feedback!
I guess I should explain a bit how the tools work and how they do not work. You can not generate a pattern independant of the meshes topology, since the tools works directly on the models existing topology. So you will need clean quad geometry if you want to get a clean pattern. If you use a more chaotic pattern it won't matter though. The tools works mostly by removing parts and rebuilding the mesh in certain ways but they do not create a mesh from scratch.

To answer some questions:

Inrinsia- Thanks, Some of the patterns there are blended by using different tools on selected parts of a mesh, but most of them show the result of a tool applied once or several times. In blended I also mean that you can apply a tool, then apply again on a smaller selection, and then make a smaller selection and apply again, so you get a fading effect.

Jeb- Thanks, I think these tools could certainly help with making fractured meshparts, but you would need to split up the mesh manually though. Maybe you could generate a chaotic pattern, then detach pairs of polygons and use the bridge tool in some way. Just an idea.

Paul Buckland- Thanks, I'll contact you later when I have something ready for betatesting. Right now there is only this thread for info about these tools, but I hope I can answer any questions you have.

Treed- Thanks, I call it a scripted plugin, it's made with maxscript. I'm not sure yet if I will include these tools in the PolyBoost toolset. I have said the price for PolyBoost would be around 68$, but if I include these tools the price might go up slightly. I have to think about it some before I can give a final answer. Hopefully PolyBoost will be released in about 1-1.5 months.

Steve Green- Thanks, I'm sure that could be possible in some way and it's a good idea. Not sure if I'll be able to make that right now though, but I'll keep it in mind for later. There is a feature in PolyBoost for selecting parts of a mesh based on a bitmap, so that could get you some way there though.

I have been working some more on the tools and will keep at it. Will post some more images in a while.
Thanks again!
CML
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Old 12-11-2004, 03:47 PM   #29
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hey Rivendale,... i remember i first noticed you on alienware-cgtalk challenge... you had brilliant ideas there i was checking all the time for new posts.... too much coffee or just plane crazy?

after that those rings that got you cgtalk award (i think,.. not 100% sure)... liked them very much... don't see work like that everyday..

and now this! seems you're the guy that can be expected a lot from... will definately watch for updates on this one too... please include this tool in poly boost (even if it raise the price).. you might get new customer just because of this new addition

take care and keep up the good work!
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Old 12-12-2004, 07:20 PM   #30
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Rivendale, i just had an idea and i'm wondering if it might work...

could this be used to fix vertexIDs on screwed up morph targets? i mean.. could you use this script to rebuild mesh topology on all morph targets thus getting same vertex order?
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