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Carrara F.A.Q (Last Updated: 2025 Jan 11 8:46 pm)

 

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Subject: The quick and dirty mech


elgeneralisimo ( ) posted Tue, 19 September 2000 at 4:33 PM · edited Fri, 02 August 2024 at 5:53 PM

file_133989.jpg

Legend Yellow : spline object all gunbarrels compound objects Red : vertex extrusion object Blue : vertex lathe object Green : vertex loft object Footbase : extrude vertex primative cylinder Toe : position 3 vertex primative rectangles then loft in the assemble room duplicate twice and place Ankle : base- extrude vp cylinder swivel- extrude 2 vp cylinders, one smaller than the other, then boolean subtract extrude another cylinder turned 90, place to where it likes good, then boolean subtract tee- 2 vp cylinders place to make tee, then boolean union arrange objects in assemble room Shin : draw polyline in outline of leg, then extrude place spline object on lower leg, duplicate, turn 180, place Group what you made together then duplicate, move new lower leg out of the way Knee : draw polyline then lathe in assemble room duplicate turn 180 place on other leg Thigh : draw polyline in outline, then extrude in assemble room, duplicate, move to other leg Group left leg together, then rightleg together, then place Hip : axle- extrude vp cylinder gyro- extrude vp cylinder, stretch top ends leg bracing- spline object, in assemble room duplicate, turn 180, place Ab : position 2 vp rectangles, then loft place in assemble room extrude a vp cylinder, place in assemble room Chest/ head : draw polyline in outline, then extrude, place and size in assemble room, repeat for each part Right Arm : a series of spline objects, placed, sized in the assemble room Left Arm : a series of vertex objects, placed, sized in the assemble room Group together parts as you would a human figure basically. Feel free to substitute the spline objects, they tend to sometimes behave badly if put in the vertex room.


ClintH ( ) posted Tue, 19 September 2000 at 5:39 PM

My God....Thanks for taking the time to explain your model in such great detail. Again, Excellent work! Clint

Clint Hawkins
MarketPlace Manager/Copyright Agent



All my life I've been over the top ... I don't know what I'm doing ... All I know is I don't wana stop!
(Zakk Wylde (2007))



brenthomer ( ) posted Wed, 20 September 2000 at 8:24 AM

When you make a complex obj like this do you put it together in the assemble room or in the modeler room? I havnt much success modeling in Carrara but I am working on it. One of my biggest problems is how to deal with multiple objects. In nendo (my modeler of choice now) its very easy, but in the C vertex modeler I find myself having lots of problems (pressing ctr+z after every selection moving the mesh is one of them). Right now I keep trying to put multiple shapes in the same modeler but I was thinking it might be better to make multiple shapes and assemble them in the assemble room. Of course the biggest problem with that is you cant see the other objects to make sure everythings in proportion..... -brent


elgeneralisimo ( ) posted Wed, 20 September 2000 at 9:41 AM

This is what works for me : Insert vertex object from the pulldown menu. Then place the object where it goes. Next go into modeling room and do whatever, I look at the scene preview to see if the look is right. DO NOT try to get the scale right in the modeling room, do that in assemble room.I do it one object at a time.


BigSerge ( ) posted Wed, 20 September 2000 at 10:19 AM

Sweet GOOLY-MOOGLY... this rocks, thanks for enlighten me on modeling techniques. I can use as much as I can come accross, I am trying to make character modeling my specialty in carrara. It's good folks like you elgeneralisiom that takes the time to post stuff like this and make these forums 100% worth while. Again congrats on job well done. Love and Peace


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