Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 26 7:30 pm)
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Nicholas: Is the convert button in the subdivision menu used to convert to a new mesh with the subdivision smoothing taken into account? The other interesting thing seems that you can select a shading domain directly in the properties tray...hmmm, or was this already available in C3? I don't recall.
Attached Link: http://www.vizualds.com/comment.php?comment.news.99
Check out this link for info on that brainmuffin http://www.vizualds.com/comment.php?comment.news.99 BrianHmph. Back when I was trying to use Amorphium for Poser morphs I gave up on trying to keep scale. Most of the time I work at a comfortable scale in Carrara, export, import to Poser at "percent figure size" and tweak it back into position in a wireframe ortho view. I've gotten very fast at this and it doesn't bother me anymore. Of course, if it's something like touching up a UV map or cleaning up one stray vert I'll put up with working at Poser scale.
Well, the other reason I like to stay in Poser native scale is for morph creation on the clothing object. I find that even the slightest mistake in the program when rescaling the objects (or my own mistakes for that matter) can wreck a morph. It's much easier to stay in Poser native scale, or rather much easier if you can grab the handles. Often I just use Carrara 2 for morphing, but I like the tools in C3 and the ones in C4 look even better, for creating the models. Mike
No need to get complex :) Just make a primitive sphere - convert to vertex model and try to decimate vertex count by 80%. The result speaks for itself. The functionality I would like, would be to decimate a high-poly model to a low poly model which with subdivision level 3 would approximate the original high-level 3D shape (with some inevitable smoothing of course). But that may be a tall order. Doing decimate by fidelity gives a bit better result, but needs several iterations and then funny yellow polys start appear etc. Cheers, Rune
I'd like to go the other way....to tesselate or subdivide with control of the kind of verts created AND the curve of the new surface. As far as I know applying SubD is the only way to create a smoothed surface and you only get the default curve for this. The other tesselate functions stay planar to the original faces.
Well, the other way around I think C3 also lacks some finesse & tools but that's another topic. Generally I don't think there's an easy way to do this - because it would require the software to read your mind for what you wished. So the practical way is to add contour lines which defines the details you want. Mainly would be pleased if it was possible to easily do the things described in this car modeling tutorial: http://www.cgtalk.com/showthread.php?t=156460&page=1&pp=15 Better control/navigation/editing features in general are needed to make such tasks easier in C3 and even C4 (?) Also integrating the vertex modeling into the normal viewports would be nice. But again that's another topic. A good polygon reduction tool in itself is a premier feature. Cheers, Rune
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