Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Dec 21 9:55 pm)
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Very nice first attempt ! Mastering the vertex modeller is clearly not a piece of cake even though Carrara 3's VM is much better than the previous versions . One tip : when modelling organic models, it's very rare that you need to crease edges . Often, prefer to use parallel edges, close to each other . That will make a better effect, for example where two muscles meet . Also, don't neglect the power of quads ! First, if your model shows a nice grid of quads, the surface will be nicely smooth . And second, if you plan to add bones to a model, having polys with more than 4 sides will cause the subdivision to change when you move the bones . At least, that's the case in other softwares, not sure for Carrara ... Anyway, keep going with the VM ! :-) litst
well, I've done some tests, and I've decided not to bust my hump trying to de-triangulate him. I made a couple of simple "figures" and tested them in poser, and I didn't find any problems with the triangulated mesh from carrara. I had problems long ago with the triangulated mesh from ray dream, but it triangulated differently than carrara... I did however, eliminate the creases after I converted to an .obj file. leaving the creases in during the conversion helped though. the creases are much more natural looking now... I'll post another pick as soon as I've got his skeleton set up...
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This was my firt model using real-time subdivision, and I must say that it was very liberating! It took about 10-12 hours to model this figure. It went very quickly, and it was very easy. I modeled completely on the fly, no real plan. If I needed more detial in an area, I just stuck in a vetex or two. No worrying abot polygons with more than 4 sides, the sub-d will take care of that!
You can see his simple control cage in the bottom pic.
Anyway, let me know what you think of Ahnold here.....