> 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? ;)

Hi Mark :

  I can agree easily that once you master SDS it must be a breeze to
create such amazing shapes , easily , but I can't even get going on
something simple . My super-simple extrusions look like crap !

> 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.

  Awesome ! Very very nice serpent creatures . This is basically what
I wanted to do was create a couple serpents for a St. Patricks kind
of theme scene . I to find a method that allows me to extrude a nice
smooth shape and then scale it down at various rates .

  Imagine the sweaty hell I was in , trying to do something as simple
as create a snake , with no luck at all !

> 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.

  Well , maybe that is the key then , just play with the end a bit
more until it gets smoother , but if you look at that image you
will see that it is not round but hexagonal , or something equally
unusable .

> 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.

   Hmmm , ok , practice is what I most definitely need to do , of
course , but I think you mat have said something very interesting
here . 

  Polygonal !!! Perhaps this is the best way to start to learn RS
SDS ? Not with all the 'magnets' working at once , but without a
magnet at first , in order to get the hang of basic functions _THEN_
introduce the smoothing methods and see what they do to modify a
"hard" shape .

> Good luck & don't give up too quickly,
> Mark H

  I'm just extremely frustrated ! It seems everything I attempt I
run into a wall of some kind . Character animation , SDS ... see
the forum for some of the other walls I've been hitting lately .

Thanks for your reply .

studio
www.niagara.com/~studio
www.studiodynamics.net

Reply via email to