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And I thought Broadband was going to solve
everything. Can't open either of those .avi's. Any screen shots some
place?
Neil Cooke
----- Original Message -----
Sent: Wednesday, October 12, 2005 7:27
PM
Subject: Re: Spline Modelling
question
Some impressive ones (made with bump-maps):
and this:
Have a look at the very, very detailed geometry
;-)
Matthias
----- Original Message -----
Sent: Tuesday, October 11, 2005 8:15
PM
Subject: Re: Spline Modelling
question
Thanks Endre, and yes, I've just run into the
"keep it simple and use bumps" thing in another project ... SDS detail down
to nuts, bolts and washers ... only to apply a rust/eroded material and see
that analytic cylinders would have worked faster and with no image
loss.
Neil Cooke
----- Original Message -----
Sent: Tuesday, October 11, 2005 4:00
PM
Subject: AW: Spline Modelling
question
Hi Neil,
my vote is SDS too, and as i know, all human
faces modeller are using SDS.
Some tips:
1. keep it simple (some details can be done with
displacement mapping later)
2. if you want to animate it, keep in mind the
deformations parts behaviour (at these places you need more control
points, to achieve that it behave as you want ;- )
Regards Endre
Thanks Stefan and Boris,
Your vote is mainly SDS for human face
modelling.
The trouble with human faces is that I
don't use them in my personal work, only for client work, which means I
need the most efficient drawing systems . . . so if there had been a
more useful approach I wanted to know.
SDS is fun for me and so I'm glad to hear
that it's the weapon of choice for you folk too.
Neil Cooke.
----- Original Message -----
Sent: Monday, October 10, 2005
1:15 AM
Subject: Re: Spline Modelling
question
Hi Neil n all..
I personally now adays mostly just work
in SDS, after "Getting it" some years ago, I feel SDS is really
awesome...
When I "got it" some years ago, I felt as
one with the SDS tools, (in the way that I felt from one point and on,
how I would do in SDS to get the result I wanted...)
I sometimes though, use on some parts of
my models, the Nurbs to SDS workflow.., since some shapes are really
much easier to "Draw" with a curve than moving points/edges/faces
around...
But I never use it in big parts of a
model..
I also at times 'Lattice Map' points of a
SDS model to Curves or Nurbs Meshes, and then I modify them.. this is
a sort of a workaround, to get easier control over handling more
points/edges/faces in one go...
(This is pretty good, since if you dont
like your changes, just set the 'Weight' to 0, of the chor that is
attatched to the SDS object)
I try to use all the types of objects and
methods... the most important thing is to get the best feel for YOU
and what gives the best results in the end of the day...! (its very
personal what types and what workflows that each of us "feels"
best...and give best results)
I use Analytics, Nurbs and SDS where I
see it fit, and different workflows for different situations within
each prj I fiddle with...!
So in the end, its very hard to say what
is best, since its very personal, and for some it can be a problem if
they since a long time been working in one way, to later start using
new methods...
For it to be a good transition, one
really need a aha moment..then it usually seems obvious to change
workflow to the newer and better way of doing things...
For all that havent yet got that "aha"
"Wow" feeling when SDS modelling, I really hope they get to experience
it.. its an awesome feeling..!
This is a good topic to discuss around,
since we all have so many ways of doing things, and sharing, will at
least gives us all, new ideas of how things Can be done..
Some of it we can snap up and use, other
things wont suit me, but other will find very useful...
I would really want to see more
Videos..where RS users share some of their workflows...
Since seeing ppl in action really can let
you "get it" !!! (which is very hard to see in text and still images
only...)
Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A
Proud Owner and User of Real3D and Realsoft3D..
Hi Stefan,
Thanks for your info on this so far.
Off the topic but if you are modelling
a human face is the Nurbs to SDS method the one you would use? The
manual suggests many systems but usually in the text states that
"this is ot the best way" ... what's the best way is the
question.
I have had only one human faced
commissioned and used SDS but the job only went to rough ideas so it
was done in a hurry.
Neil Cooke
----- 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/headhtml
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/headhtml
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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