some frustrating troubles with head modelling

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

some frustrating troubles with head modelling // New Users

1  |  

Post by Lethn // Oct 26, 2006, 12:02pm

Lethn
Total Posts: 5
Hey there folks, i'm new to this forums but i've been using Truespace 6.6 for a while now and i'm on a Games Design course in college, seeing as how we were going to be doing head modelling after half term I decided i'd have a go at modelling a character. I have looked at the different methods of creating a head, and I found one that used NURBS curves, so far i've been able to make a template using the tutorial located here http://www.3drender.com/jbirn/ea/HeadModel.html (yes, it's a maya tutorial, but people have said that you can use the same technique on just about any program)

My question is whether doing a character in Truespace would be easiest with polygon or curve modelling, I do have some pictures of what i've done so far, I haven't really been able to get the side looking right because it comes out all twisted when I try to skin it, but the front actually looks alright, i'm aiming to do a high detail version.

Progress so far

http://i33.photobucket.com/albums/d54/Treius123455/NURBSHead1.jpg

Profile Curve

http://i33.photobucket.com/albums/d54/Treius123455/NURBSHead.jpg

thanks in advance for any help or comments you could give!

Post by daybe // Oct 26, 2006, 12:08pm

daybe
Total Posts: 562
pic
I have seen people use nurbs to create head models, but for me I would probably stick to poly modeling and smooth it out after using Subdivision surfaces, you will find a lot more people use this method and you find a lot more training on the web to help you along the way.


Seeing that you are studing game design you should pretty fimilar with polygon modeling pretty standard way to model and compatible with more programs.


Good luck.


Just my 2 cents.

Post by Lethn // Oct 26, 2006, 12:10pm

Lethn
Total Posts: 5
thanks very much! :) at least it's a bit more clearer for me now, that curves modelling was a bit radiculasly complicated to be honest :P Now at least I know what can be done.

Post by RichLevy // Oct 27, 2006, 2:05pm

RichLevy
Total Posts: 1140
pic
I used to do face modeling like what you were trying to do a couple of years back... it was a nurbs profile converted to poly, then extruded and scaled.

http://forums.caligari.com/gamespace/showthread.php?t=514

This was a very quick and dirty walk thru of the technique. It was probably the quickest and easiest way to get a rough head face shape together in TS/GS of any of the techniques I have used the last couple of years :D I guess I should look into it again sometime.


Rich

Post by Alien // Oct 28, 2006, 5:38am

Alien
Total Posts: 1231
pic
I used to do face modeling like what you were trying to do a couple of years back... it was a nurbs profile converted to poly, then extruded and scaled.

http://forums.caligari.com/gamespace/showthread.php?t=514

This was a very quick and dirty walk thru of the technique. It was probably the quickest and easiest way to get a rough head face shape together in TS/GS of any of the techniques I have used the last couple of years :D

Thanks for posting that link, I never thought of approaching the task quite like that.
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn