NITROX3D: A new hard surface workflow for designers

But it’s not possible to edit edges or vertices unless you apply the modifiers which i don’t want to to keep it editable.

Also i fixed the model, it was my bad for using clamp on bevel modifier.

You need to be able to do booleans with metaballs. Currently you can’t.

You can go in and subdivide a base mesh and keep all the the modifiers for it. See the first video and the Sony product.

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Thanks for these videos and this thread. I’m learning a lot.

With the metaballs from blender you can subtract if needed ( Negative )
would be nice if you can combine it with your workflow ideas :grinning:

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Nitrox3D is a great concept. But I wonder… is it something that others can share through tutorials or it’s some “exclusive” thing?

Not exclusive at all. It’s just a name that I use to talk abour my workflow.

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I should’ve said subtract and stay Non-Destructive so you can still move them around, reshape them adjust their weighting, like you can do with poly objects.

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Hello Chipp, I´m an Industrial Designer too and Blender is my main Software for presentation. I was just watching your videos and the idea of NITROX3D is awesome, also while I was watching your 2nd video of nitrox I noticed the tons of things that can be made with the workflow, but i also wondered if its possible to use this workflow for somekind of knurling effect on cilindrical or even curved surfaces, as i was working on decorative models with a knurled effect to be able to control the sizes and resolution would be awesome, please tell me if you have some advise.

I was experimenting with knurling just with poly moddelling.

Sorry, I don’t have anything for that right now. Perhaps someone else knows?

Sverchok or Sorcar can be used for this type but then with nodes is a different workflow

It’s possible yes.

It’s really nice to see fellow designers exploring other workflows. I love the new Eevee engine, and I’ve yet to integrate it into my workflow.
I’ve experimented a lot with polygonal workflows, I even made my final project when I was studying with Cinema 4d. But after 7 years of using both CAD and polygonal softwares for different uses, I’ve found that CAD is better for industrial design work, 90% of the time.
I’ve recently switched to fusion 360 for concept design, and to me it’s been the best package for this application. It’s blazing fast compared to Solidworks, direct modeling removes the feature tree which I love to work without, and it has a ton of tools to quickly move and scale things around just like I do in blender. Best of both worlds really.
I still use Solidworks for the production model and to design the functional aspect, but fusion is the way to go for anything quick and dirty.
I used to use zbrush/blender to make quick concepts, but in my experience it’s too hard to get a tight control over complex surfaces, while you could do the same in rhino/solidworks/fusion in a few seconds. Keyshot also makes the real time rendering point moot to me since I don’t need photorealistic instant feedback, and sending my model to Keyshot is really fast so there’s no real advantage to EEVEE for me.
As a reference I design military equipment, which means I don’t do anything over-stylized and 99% of the focus is on functionality. My personal projects are 100% visual development though, so I do both.
Anyway, just my 2 cents.

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Here’s a quick concept I was playing with for ND knurling:

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Thanks for sharing your experiences. I think it’s probably best to have a number of different tools in your bag, including CAD NURBS (MoI, Rhino, Fusion, Solidworks), TOPOLOGY (Zbrush, Mudbox, 3DCoat), and surface modeling (Blender, Maya, C4D, 3DMax, SketchUp, etc.).

It’s important to choose the correct tool and workflow for what you want to model. For instance, you wouldn’t model a car with metaballs. Not every tool can model every object easily.

NITROX3D certainly can’t model a car either, but there are many things it can help with, and non-destructive modeling, as stated previously, is great for iterative design-- which does create BETTER designs.

I, too, have KeyShot and have given a presentation at the KeyShot conference on some neat tricks on how to create sketch like renders. While it’s great for NURBS rendering, it is yet another step in an already complex workflow for NURBS. Not to mention it can’t add that last rounded edges render hack with NURBS in KeyShot.

Also, for me, CMF is an important consideration as I model. This is why I originally created the Definitely EEVEE Materials System.

I like to be able to see how the highlights will show on the objects as I design them, using a close to correct facsimile of the intended materials.

Lastly, I’ve done a lot of work with companies helping them build their VR design pipeline. Of course their models are currently NURBS based, but still there needs to be UV mapping and materials application-- and sometimes RETOPO as well. Blender works well for this pipeline. Hopefully, when the VR viewing tools are embeded completely with EEVEE it will be even better (people are working on it!).

Very nice. Thanks for sharing.

Hey folks,

I plan on continuing this series, assuming people want to see it. I will plan on offering a multi-lesson course, not unlike my Definitely EEVEE: Definitive Interiors, on how to use the NITROX3D process. I’m working on the 3rd video now. Let me know your thoughts. Thanks.

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I’m really looking forward to an explanation of the multi-hose clamp. I wouldn’t mind seeing that preamp either.

Thanks!

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My Exercise::blush:

At the same time, as a beginner I’m working on Non-destructive Document , but not publish right now.

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Thanks for introducing me to this workflow Chipp. After watching your videos, you inspired me to make this…

The planes that started it all…

And the finished game ready asset

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