----- Original Message -----
Sent: Sunday, October 09, 2005 10:11
PM
Subject: Re: Spline Modelling
question
Hi Daniel n all...
Yep you are correct in that you cant delete
points (well you can in the curves, but when converting to SDS, the SDS has an
evenly spread Number of points...so delete points dont affect the
SDS..)
So yes.. if you do too complicated Nurbs, then
this will be a factor that isnt good....
But if you just use it for the basic, since its
easy to get smooth organic feel when using the Curves.. and as RS SDS
implementation is using Nurbs in full.. your SDS gets that smooth shape.. even
when using only 3 points in the curves..
So for creating the ground for some more organic
parts of a model, using the Nurb Tools, can really be helpful...
Using Nurbs to premodel the shape of the area
around the mouth, can be a good way to use it.. to get a nice flow
around the Mouth area, to get the Edgeloops right and nice flowing, like the
muscles in that area.. and using low number of points in the curves you still
gets to see the shape of it, and it will also keep that smooth shape when
converting to SDS..!!! (So you get a Get What You See type of
modeling..)
And since you also can do as many of these Nurbs
Parts as you want/need... that you later can convert into SDS models, and then
Merge these into one Single SDS object if you like,
you can have Control over Mesh density, and have
higher resolution on areas where you want it..
This single SDS, can you then continue to build
on...connecting the parts in any way you choose..
This workflow differs from those older Nurbs
Tuts, and shouldnt be used to build a complete model..
SDS modelilng really rock, but can be
complemented and made easier in some parts if using Nurbs where is
useful...
Maybe the SDS Tools should in future versions of
RS, include some of the best parts of the Nurbs Modelling part
integrated...
Yep those rocked that could do amazing stuff back
then..
I then instead used a feature in RS, the
ShrinkWrap one... where I placed Analytic Spheres and so on and
then Had a Mesh Sphere or such, that I ShrinkWrapped around the
Analytics.. it worked pretty well.. =)... (alot more intuitive workflow,
at least for me.., than fiddle with build it up completly curve by curve..
=)
Take Care
Best Regards
Stefan Gustafsson ( Beg-inner )
A Proud
Owner and User of Real3D and Realsoft3D..
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
>
>
>