And my  2 cts ..

>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

I have given up on SDS dozens of times, totally counter-intuitive and
frustrating. But each time I gave up, I came away with a bit more of an idea
about them. So now I really enjoy them ... now they are totally intuitive
and fun ... making that spherical cube grow into anything at all.

Thanks Mark, I agree with all your 2 cts of advice but mostly I am keen to
try that Edge Loop tool you recommend.

Neil Cooke

----- Original Message -----
From: "Mark Heuymans" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, March 21, 2006 4:04 AM
Subject: Re: create a tentacle


>
> >
> >   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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