Modeling Question

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Modeling Question // New Users

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Post by jamesmc // Mar 15, 2006, 2:18pm

jamesmc
Total Posts: 2566
I'm going to do a giraffe in tS and had some questions on different approaches of doing it.


I attached a very small sketch, made it too small I think. :)


I have an idea how I would approach, but would be interested in hearing in general terms the way it could be done.


Cubes, boxes, multiple objects or ?

Methods..

Post by Délé // Mar 15, 2006, 2:39pm

Délé
Total Posts: 1374
pic
Looks like a fun project. Should be fun to watch evolve. :)


My approach would probably be box modeling. Usually works good for organics. I would probably start with a cube and extrude out the nose, neck, ears, etc. Keeping the geometry simple and blocky. Then add a layer or two of subdivision, and a couple of spheres for the eyes.

Post by jamesmc // Mar 15, 2006, 8:11pm

jamesmc
Total Posts: 2566
Okay, here is the first step, heh.


One pic from the box model edit and the second subdivided twice.


I see what you mean about keeping it boxy. After I subdivided it, it looked smoother, but different than I thought.


Do you think a good texture map will square off or round out the sections I'm concerned about. Or should I go back and make it more boxy looking?

Post by jamesmc // Mar 15, 2006, 8:14pm

jamesmc
Total Posts: 2566
btw, the eyes are just spheres I drug in there. Haven't manipulated an area for the eyes yet.


I saved the subdivide in a separate file to see what it looks like in UV mapping.

Post by jamesmc // Mar 15, 2006, 9:32pm

jamesmc
Total Posts: 2566
Took the sub-divided giraffe in 2D paint program and roughed it out to see how it would look. I think it might need to be more boxy?

Post by Délé // Mar 16, 2006, 11:56am

Délé
Total Posts: 1374
pic
It looks like you're off to a good start. :) SDS can take a bit of getting used to. Perhaps at this point you might want to start to spread out some of the geometry and further define the shape. Like the neck for instance looks kind of square when it's subdivided. This is because when edges are close together they make a more defined edge when subdivided. If you spread them out a little bit and define a rough cylinder, the subdivision should come out more rounded. It can take a little playing around to find where you want edges to be close (for sharper curves) and where you want to spread them out (for more rounded curves).


Are you using TS7? If so, there are some very handy tools on the Player side that allow you to select and add edge loops and select face loops. If you play with SDS on both modeler and player sides though, I'd recommend removing the SDS before you switch from one to the other. Otherwise it might finalize the SDS and you won't be able to go back to the simple mesh.

Post by e-graffiti // Mar 16, 2006, 5:43pm

e-graffiti
Total Posts: 171
pic
After I subdivided it, it looked smoother, but different than I thought.



828


Jamesmc to help you get more "predicatable" SubDivision (SubD) modelling it helps to get a better understanding of how SubD works. Starting with cube on the far left notice how after subdivision for every one face on the cube you now have four (second image from left) and the edges are bent to form a curve, and if you subdivide again each face is divided again into four and bent forming a smooth sphere(third image from left).


Tip 1- Each application of subD forms a "quad" and working with geometry that is either quads or triangles makes it easier to predict how your geometry will subdivide.


Now for the square that is tinted red I did not want the "top" to be as round as the previous subD of the square so I added the extra edge of polygons around the top of the square. Notice how the resulting subD at the top is fairly "flat" and less influenced by the effect of subD.


Tip 2- When you have polygons close together you achieve tighter edges, in other words it curves less. So if you dont want to see your cube (or any other shape) turn into a total sphere or generally dont want to see your shape "melt away" add some polygons to the shape, especially if it smoothes down to much. Hope this helps.

Post by jamesmc // Mar 16, 2006, 8:50pm

jamesmc
Total Posts: 2566
Thanks for the sage advice Dele and E-graffiti. :)


Yeah, that becomes much clearer on subdivision.


Good thing that giraffe doesn't have eyes yet, because I swear it is staring at me. :(


I made some image planes to work against, but they disappeared in tS for some reason. I'll start again tomorrow. :)


I still have tS6.6. Debated about buying tS7, but I can't even use all the tools I have now. I don't think I need to add another learning curve to this winding road just yet. :D

Post by jamesmc // May 9, 2006, 7:14pm

jamesmc
Total Posts: 2566
Found a super texture for my giraffe project I'm working on. Haven't done any more modeling on it, but was anxious to see one of the textures i would supply. Already have the eyes, nose, horns and etc. Can actually see the hair!
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