SDS seems like a piece of shit to me . In theory , it's brilliant of
course , but so was RPL . SDS seems like the RPL of the modeling world .
Once again I have to become a technical wizard be-fore I can create ...
anything ! No ! & No ! & fuckin' NO !

I'm sick of it ! I just want to create ! I do not want to have my
brain conformed to the RS way , or the Maya way , or the SDS way ...


Hi Garry,

For once I don't agree with you! I find SDS great fun to work with and very intuitive, contrary to scripting. For a snake with a head I'd choose SDS instead of nurbs any time. BTW: does a snake actually have a tail and if so, where does it start? ;)

I made some snake-like creatures for a game and for my logo (see http://www.xs4all.nl/~ath8n0r/ ). All done in SDS, no problems. The most difficult part was the texturing. Just give me a shout and I'll send you a version without claws and ears.

I don't see a problem with the SDS cylinder approach, repeatedly (10-20x) extruding/scaling the end plane. To get rid of the tail artifacts (or at least make them invisible): zoom in closely, extrude the tiny end plane once more, shrink and move it a bit to make a round tip. Maybe there still are some 'artifacts' but who cares if they are invisible.

My 2 cts:
- Practice. Especially practice the most common actions like extruding. Become familiar with the handles and their modifiers. - Avoid sharp edges etc in organic modeling, these tend to introduce artifacts if you're not careful. - Don't forget the Edge Loop tool (combined with CTRL and/or shift it's great!). The button is usually off-screen (please fix that!). - It helps if rotating, panning and scaling the view while modeling has become second nature.
- switch to polygonal once in a while.
One of the more difficult things to keep in mind is object topology. One missing or flipped plane can ruin a whole object.


Good luck & don't give up too quickly,

Mark H

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