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Subject: Okay, started another model...an elfish-anime-lady-type-thing....


Teyon ( ) posted Sat, 12 July 2003 at 1:20 PM · edited Thu, 14 November 2024 at 11:56 AM

Content Advisory! This message contains nudity

file_66718.jpg

Let's try that again with the nudity flag shall we? Lol. The ref I made. I need to make some clothes for her too...


Teyon ( ) posted Sat, 12 July 2003 at 1:20 PM

file_66719.jpg

The body modeled in Rhino version 2.0


Teyon ( ) posted Sat, 12 July 2003 at 1:30 PM

file_66720.jpg

Please note that her waist and belly buttons have been adjusted since that render. Also of note is the different approach I'm using this time. Instead of roughing out the shoulders like I always do, I'm going to leave that area flat, split out some nice sized holes and match the arm to the hole before I split the arm and blend it. Got that? Don't worry, neither did I. :) Some wires of the body. Please excuse the color...


Teyon ( ) posted Sat, 12 July 2003 at 1:32 PM

file_66721.jpg

Her chest rides a little high but that's okay, I'm just fooling around anyway... Here's her head. I still have to tweak her eyes (not to mention join the surfaces to the head surface) and add some things like hair and ears.


Teyon ( ) posted Sat, 12 July 2003 at 1:39 PM

file_66722.jpg

Wires, wires wires. Her head is full of 'em. :)


Teyon ( ) posted Sat, 12 July 2003 at 1:40 PM

Hey....guess what, edgeloops apply even in a NURBs based program! Who knew?


Poisen ( ) posted Sat, 12 July 2003 at 4:30 PM

hey now, thats what i call organic modeling! Teyon mind if i ask about the eyes? cut and blended right? is that more efficent than adding iso's across the entire head?


BazC ( ) posted Sat, 12 July 2003 at 5:01 PM

Absolutely GORGEOUS Teyon, really beautiful work - Baz


Teyon ( ) posted Sat, 12 July 2003 at 5:08 PM

Thanks! Poisen, yes, it's cleaner and overall a better way to go.


paul_carduner ( ) posted Sat, 12 July 2003 at 6:14 PM

i need some screws for my lower jaw to keep it from falling to the ground every time i see one of your new models. Words don't give justice to how cool that is.


peejay ( ) posted Sat, 12 July 2003 at 6:55 PM

She's gorgeous


Teyon ( ) posted Sat, 12 July 2003 at 7:19 PM

Thank you everyone. :) So, I am nearly done with her upper torso/head area. I stll need to fix the belly button (it seems it wasn't as fixed as I thought it was the first time). I realized that because she has no arms or shoulders, her chest seems larger than it is, this will change once I get the arms in there...you'll see she actually has normal sized breasts. :) At the moment, I can't look at her without thinking of "Legend". She reminds me of the male character with the bow...what was his name? Gump or something. Anyway, she reminds me of him right now. Everything is attached. I decided to leave the eyelids the way they were. Moving on to the arms.


Teyon ( ) posted Sat, 12 July 2003 at 7:19 PM

Content Advisory! This message contains nudity

file_66723.jpg

woops. Forgot the pic.


Teyon ( ) posted Sat, 12 July 2003 at 7:20 PM

I'm not thrilled with her ears but once I figure out how to make her some hair, I think the offending parts may be covered up some.


The 4th Party ( ) posted Sat, 12 July 2003 at 9:03 PM

very nice :) looking forward to the next update oh, and if you figure out a good way to make hair, please share it :)


GROINGRINDER ( ) posted Sat, 12 July 2003 at 9:18 PM

Wow, you da man!! Every model you post is inspiring.


SRAM ( ) posted Sat, 12 July 2003 at 9:28 PM

wow! i didnt think u could do it, but u have again raised the bar for rhino's organic modeling. excellent!!!! you! are! the man!!!!!!!

Work It Harder. Make It Better. Do It Faster, Makes Us stronger. More than ever, hour after hour. Our work is never over. - Daft Punk


y@ ( ) posted Sat, 12 July 2003 at 10:49 PM

hehe Teyon showin off again,, simply awesome bro.

y@


Teyon ( ) posted Sun, 13 July 2003 at 2:59 AM

Thank ya. Glad ta see ya like the wee bonnie lass. Sure'n I'll be gettin' on with the updates soon.


Teyon ( ) posted Sun, 13 July 2003 at 7:19 AM

file_66724.jpg

Arms are done. Have to do her hands, fix her tummy, and then move on to her legs. I'm looking at some polygon based tutorials to try and give me ideas for making NURBs based hair.


brycetech ( ) posted Sun, 13 July 2003 at 11:03 AM

this is really looking great Teyon I wonder if I might pick your brain? See, Eovia is working on a Pro version of amapi. This version has advanced NURBS editing in it..and, try as I may..I can not wrap my mind entirely on the process of NURBS modeling. Ive been nosing around the rhino forum at some of the tutorials there and the process you use to make the basic shape (like in the torso tutorial) is/was the method I am using, however I'm curious as to how blends between such parts as the arms, legs, eyesockets..etc are done "cleanly" with in a NURBS approach. I can do it with polys no problem..but when it comes to NURBS..well, thats a different story. I wonder if you'd post an image of this model in POLY..with closeups on the eyesockets (where it looks like you punched the mesh and created a new one.) and a closeup of the junction between the torso and the arms. :) tia BT


Teyon ( ) posted Sun, 13 July 2003 at 11:23 AM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1332917

file_66725.jpg

Well, seeing the Poly model won't really help you make a nurbs surface but sure, I'll post it. You're welcome to view the NURBs wires of her body also. As for blending, no program does it quite as well as Rhino. :) I've just recently found a way to get even better blends (like the ones for the arms). Have a look at the link. If Amapi has something similar, you can probably get the same results.


Teyon ( ) posted Sun, 13 July 2003 at 11:25 AM

file_66726.jpg

oops...that's the NURBs, here's the polys...


brycetech ( ) posted Sun, 13 July 2003 at 12:55 PM

yes seeing the poly model IS what I needed to see. Im pretty anal about the way my mesh looks in the end..and NURBS converted to a poly model produce a mesh much like what you have posted (see all the nasties at the junction of the breast and collar? and eye socket?) So I was just curious if there is a way to make these blend perfectly (like you can if you model straight from polys to start with) Also, seeing your post about the blend method shows a sphere at the shoulder area. I assume you boolean or cut with that sphere to pop a hole in the side of the torso to attach the arm? Hadnt thought of that so I'll see what Amapi Pro does when I do something similar...but I assume it will give me about the same results of what you have posted oh, yeah..Amapi has a tool called "Ruled surface" that performs a sleek blend between two models (lines, models, line and models..etc)..but there are still those multi-tri polys that I end up dressing up and I was just hoping to see if this was a common thing in NURBS modeling or if I was doing it wrong. :) So in comparison to your mesh, Im getting the same results straight from NURBS to the Poly model. next question..are you a traditional artist? (not talking 3d here) I mean, Ive seen several sketches that you have based your models on and they look very slick. Im assuming you are..which goes to show that a person using a 3d app will benefit a lot by having a traditional background in art. (contrary to what some say about 3d not being art) last question :P does rhino always triangulate a model like that or does it have export formats that are mostly quad? like obj or lwo? thanx :) BT


Teyon ( ) posted Sun, 13 July 2003 at 1:12 PM

Hiya. Thanks bunches and I'm glad the pics cleared things up. Funny thing about the mesh you're seeing...it's not the mesh I made. Rhino makes a rendermesh of it's own for rendering...the mesh I made was quads (except for the edges where the different parts met). The rnedermesh Rhino uses is triangles. I'll try and get the silly thing to render the quad in a few so you get a better idea. When you manually mesh your work before export, you can get mostly quads but anywehere there is a split surface, the edges that are split will be turned to tris. Fortunately these aren't as numerous as you may think and can be cleaned up in a poly program. Yes, I have a strong traditional background in pencil and ink work. I even tried painting a few times in the past. Thanks for noticing! It can help you a lot if you have a solid 2D background but I've seen folks who aren't the greatest 2D artists turn out excellent models. I usually can split surfaces with a curve but because of the way I made her, I had to use a sphere to split the surface. We don't call it booleaning because we have a different use of that term in Rhino. What a split does is just break off a section of the model to be split using the other object as a reference. It doesn't do any combining or capping like a boolean. I'll try to get that quad wire up for ya. Started her legs by the way...


Teyon ( ) posted Sun, 13 July 2003 at 1:22 PM

file_66727.jpg

Okay, I exported the mesh to GMAX as a 3DS file. This is a manually created mesh from NURBs done inside Rhino. As you can see, all quads except for where the blends meet the edges of the surfaces they connect. Hope that helped.


brycetech ( ) posted Sun, 13 July 2003 at 3:06 PM

yeppers thats exactly what I was looking for :) I can see the final mesh and the way it converts from Rhino NURBS to a poly model. I want to find a way to make it blend perfectly in NURBS mode only. I can do it by combining the two methods (poly and nurbs) but what's the point of NURBS if you have to Poly too :P I tried the cut, boolean (whatever you want to call it) to attach arms and it does what I expected it would..tons of tris at the joints of the arms and torso so that's the same effect as rhino is giving. so lets see if I have the basics straight on how you are making these really cool NURBS models. You start with a set of splines and then surface them you then add knots or control points (whatever you want to call them) and use those to add detail buldges, indentations and shaping to a mesh. to add things like an arm, you cut the torso with a curve, sphere (whatever) and build a separate mesh the same way as the torso was built (with splines and control points) then you make a connecting mesh to blend the arm and torso together My NURBS models look great..but the poly conversion of the models are trashy looking (meshwise that is). The actual model still looks good when rendered, it just has all those small tris here, there, and yon that look bad in wireframe (see I told you I was anal about how the mesh looks :P) are you going to actually do anything with this little gal when you finish her? Like poserize her or something? She'd sell like crazy! :) BT


Teyon ( ) posted Sun, 13 July 2003 at 5:17 PM

Great! Glad to hear this was what you wanted. So, yeah, you hit the nail on the head with my technique. I mean, of course some things vary depending on the model but for the most part, that's it. The one thing I don't like about Rhino is the way it makes tris on the split edges...I think if the gang at Robert McNeel& Associates would take a closer look, they'd probably be able to right a way for the models to translate into quads only. That's a non-programmer's speculation though. After I get some clothing on her, I don't know. I'd love to Poserize her or pay someone to do it (because I'm clueless...even after so long). I could use the extra bills but if not, I'd like to try rigging her in Maya or XSI...or even GMAX.


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