Forum: Carrara


Subject: Die Vertex Modeler! Die!

rockjockjared opened this issue on Mar 06, 2001 ยท 16 posts


Nazgul posted Wed, 07 March 2001 at 7:04 AM

Interior? - working on it - it's taken a while to get the hull done. litst, first, you're probably way better at this than I am, second, it's all vertex modeling but there's a catch - what I do is I start with the spline modeler or to get certain curves and shapes - then I'll import that shape into the vertex modeler and build off it. The hull was made by creating several cross sections as Free form shapes, then importing them into the vertex modeler and then lining them up and either connecting vertecies manually or by lofting - it's very time consuming. I don't know if it's the most efficient way to get it done, but it seems to work out in the end. The biggest problem is to make the shapes "precise" since you can't load an image onto the back drop of any of the modelers. Hence, there's a lot of eyeballing - and a lot of redoing. I agree with willf that the spline modeler is the way to go starting out. You can get some really really nice shapes in minutes where it would take you hours to make with verticies (giving Carrara's/RDS's vertex modeler's limitations). I hope they keep the spline modeler around - with a little more refinement it would be perfect. The only problem is detail and complex shapes - you'll have to work from the vertex modeler for that. Whole sale converting an entire freeform model to a vertex one is difficult (floating triangles!) but there's a tutorial around here to help you out with that. Well, before I go on for hours - a few tips for vertex modeling - litst, back me up on this. 1. plan, plan - get some good reference material and "understand" the shapes you're trying to achieve. 2. work in halves - weld them together at the end 3. use shapes from the spline modeler to help start you out 4. in the properties menu - raise your "redo" levels as high as they can go ;)