Modeling points in 3D in 4.3

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.

Modeling points in 3D in 4.3 // TS6 and Older

1  |  

Post by androidlove // Apr 13, 2007, 2:17am

androidlove
Total Posts: 32
I bought 4.3 when it was $20. I now have a project in mind and am ready to use it. I've been playing with the different modeling options, and I'm not finding one that lets me sculpt with points in 3D like sPatch. Could I get a hint?


sPatch crashes if I ask it to do too much.

Post by TomG // Apr 13, 2007, 3:08am

TomG
Total Posts: 3397
tS4 doesnt support spline modeling in this way.


For similar functionality, you would need NURBS, which only appear in tS5, and are greatly improved in tS6.6.


You can use things like lathe in tS4, but you don't end up with splines - tS4 is purely point based (vertex based) modeling. You can of course create much the same objects as with sPatch (or any modeler), just that the approach you take to get to the end result is different!


HTH!

Tom

Post by androidlove // Apr 13, 2007, 3:21am

androidlove
Total Posts: 32
Well then, what would be the easiest way? I'm looking for the most control. I don't want to start with a block and then sculpt it. I want to create polygons and create custom divisions. I want to then bend and twist them in various strengths along those divisions. I also want to connect the polygons.


Thank you.

Post by Chester Desmond // Apr 13, 2007, 4:11am

Chester Desmond
Total Posts: 323
You could use the polygon tools to draw a shape then add edges and move points around from there. The problem is that there is no way to extrude or sweep from the edges. you have to add the lines to an existing "closed" polygonal shape. Even then I think a flat plane is double sided in TS and will cause problems when you start moving things around. There is the PolyTools suite from CK Game Factory that is geared towards helping with this type of modelling but they won't work in 4.3 as far as I know.

Post by androidlove // Apr 13, 2007, 3:01pm

androidlove
Total Posts: 32
Can I take an organic sketch or working model and precisely duplicate it in tS4.3? Do I have to design with tS4.3 in mind?


I'm transferring papercraft to computer to unfold it with Pepakura. Is there a way to make wavy polygons to represent some parts?


Can you point me to tutorials for these tasks?


Thank you.

Post by androidlove // Apr 14, 2007, 9:42am

androidlove
Total Posts: 32
I know that deconstructing, scanning, and vectorizing is a great procedure for papercraft. However, I'd like to work with a rough draft in 3D.

Thank you.

Post by gothic3n // May 16, 2007, 3:41am

gothic3n
Total Posts: 3
try wings3d, its free and is very powerful subdivision polygon modeler. you can model in low res then smooth it out, something like the old thermaclay plugin. then just go from that to ts to finish it.
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