Hey Stefan n all,
 
that is some good advice, I'll definitely give that a try for my next model.
What I still think, though, is that in order to use splines in RS you have to be quite organized about what you're building.. there is no deleting points and reconnecting them elsewhere.. sure, I can insert a new curve, but that thing is going to cruise through the whole model and create more density and detail where I don't need it, making the whole thing harder and harder to handle.
I never understood those guys who could model heads and stuff in Real3d. I could build a vase back then, that was it :)
 
Daniel

 
On 10/8/05, Beg-inner <[EMAIL PROTECTED]> wrote:
Hi Daniel n all..
 
You could do as I do some times..
1. Use a nurbs curve to draw the organic outline of what you need, for example an ear....
2. Now in the 'Controlbar' click the 'Parallel' Curve Tool, In 'View' Win click near the curve, to Create the second curve
3. Multiselect Select both of the curves and click 'X-Sect' Tool, now you have a NurbsMesh Level, with those curves inside it
4. Point edit and/or just move the curves in depth...
5. Do Step 2 again, to create more curves to shape the basic shape of the ear... 
(the curves are placed in NurbsMesh Level, If needed you have to move some of them above other curves)
 
When pleased with the basic shape of it, make a Copy of the NurbsMesh Level and delete its Curves
(You only need a copy if you like to have the original to go back and edit the curves and so on...)
Now in the 'SDS' Tab of the 'Tabbed' Toolsbar, click 'To SDS' Tool... to convert your Nurbsmesh to a SDS object...
 
Do the same for other parts of a face, for instance the mouth area....
 
After you have your wanted areas of your (in this case head model), then Multiselect the SDS versions of them, and in the 'Controlbar' use the 'Merge Object' Tool
(Now you have it as a whole model, and you can Merge Points, or Add faces between an Edge of for instance the Mouth area to an edge of of the Ear area... and so on..)
 
This was just a fast example...
I also at times, use Nurbs to do Tentacles, horns and such.., convert them into SDS, merge them to main SDS object...
 
You can find more tips on converting Nurbs into SDS.. in the manual in 'SDS Modelling' part.. in the 'Converting Objects to Subdivision form'
 
If something or all is unclear... just ask..!
(Hope I havent made any errors..=)
 
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud Owner and User of Real3D and Realsoft3D..
 
Thanks, guys, for clearing up that confusion so quickly.
Now Boxmodelling I know and love, but this other approach seems to be so much smoother for organics, that's why I ask.. AND I have never managed to build anything out of nurbs in Realsoft unless it is a curtain or a flag..
Maybe that's just me, but I've only started modelling since SDS came on board.
 
Again, thanks for the help and have a nice weekend everybody.
 
Daniel

 
On 10/7/05, Aidan O Driscoll <[EMAIL PROTECTED] > wrote:
Hi Daniel,

as I thought . after posting. Yes a nice feature for RS V6 me thinks.
Building a surface with splines like so and / or a single poly drawn and
another can be added to it etc.

An alternayive is the Box Modelling method for a head like this:

http://www.secondreality.ch/tutorials/modelling/head/head.html

Also look at the rest here:

http://www.secondreality.ch/tutorials/tutorials.html

Lots of other tutes like this online re Box Modelling,

Cheers
Aidan.

At 17:47 07/10/2005, you wrote:
>Hi Daniel,
>
>
>
>         Hey everybody,
>         just a quick question about something that's starting to confuse me,
>         lately I've been running into a lot of tutorial about spline
>modelling, such as this one
>         http://demented3d.com/tutorial/toontutorial/modeling/head.html for
>example,
>         and I wonder how to do that in realsoft... is that even possible?
>         I mean, the techniques applied look same as cage modelling, but with
>splines...?
>         Maybe I'm missing something :/
>
>         Thanks for any insight on this.
>         Daniel
>
>
>I think what happens in this tutorial is that the areas between the splines
>are filled with polygons.
>This is not (yet?) the case in Realsoft3D. Splines in Realsoft3D need to be
>skinned; a totally different approach.
>
>Best regards,
>Robert
>
>
>



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