Sat, Nov 23, 11:12 AM CST

Renderosity Forums / Carrara



Welcome to the Carrara Forum

Forum Coordinators: Kalypso

Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)

 

Visit the Carrara Gallery here.

Carrara Free Stuff here.

 
Visit the Renderosity MarketPlace - Your source for digital art content!
 

 



Subject: Spline Modeling?


BigSerge ( ) posted Tue, 03 October 2000 at 3:03 PM · edited Sat, 23 November 2024 at 7:55 AM

Hello folks, Serge here needs help on understaning Spline modeling (I use Carrara). The sweep path and extrusinon envelope stuff is still confusing to me, it's probably pretty easy for some or most of you. That's why I spend most of my time in the vertex modeler, If you can refer me to some turorials. If it's for Ray Dream that will do good also since they are almost the same Love and Peace Serge


Tephladon ( ) posted Tue, 03 October 2000 at 3:47 PM

Spline modeling is basically the same across the board for most apps, however there are some distinct differences from Carrara to 3D studio max, to lightwave but the process is basically the same. For instance. For Lightwave, you create patches for existing splines when you are manually splining. 3DS max, you use patch grids and nurbs grids which is also great but I find it tedious. Carrara already patches your splines for you in the spline room so there is no patching to it. All you are doing is making a 3D outline of the object you are trying to spline. Like if you are doing a face, then you would outline your face as though it were a 3D wireframe object. It is better shown than told so I will post an example for you.


AzChip ( ) posted Tue, 03 October 2000 at 4:06 PM

I find the free-form modeler in RDS (the spline modeler) to be pretty easy to use. The Vertex modeler confuses the hell out of me. Do you think we could exchange those parts of our brains for a while? I picked up the free-form modeler just by going through the tutorial in the manual; it's quite thorough. I'd guess Carrara's manual would have a similar tutorial. Good luck!


3ddave44 ( ) posted Tue, 03 October 2000 at 4:55 PM

Attached Link: http://www.citizendave.com

Im with AzChip - Im becoming pretty good with the spline modeler but the vertex modeler has me going in circles. Sign me up for the brain exchange... To Serge: Spline-wise, I'm learning that profiles of the model (profiles being as seen from the Left view and Top view) are tremendously important (of course) and powerful for getting the shape you require out of the spline model - as well as cross sections. AsChip is right, the tut in the manual is pretty good, it just requires getting your mind to click with it - stay at it, it will. The 3ds models on my site are all made with the spline modeler. - Dave


BigSerge ( ) posted Tue, 03 October 2000 at 10:12 PM

Thanks for your help folks, I appreciated alot. Azchip we should swap email, we should definately pick on each others brain on our modeling skills/techniques. I will send you an email tomorrow, and of course what ever we learn from one another we shall share with the community. Love and Peace Serge


BigSerge ( ) posted Fri, 06 October 2000 at 11:08 AM

MODELING A DOGS SNOUT!(Sorry Folks, NO PIC) I'm at Work. 1. Go ahead and jump into the vertex room 2. Select the polyline tool 3. Picture in your mind looking at a dogs snout in the front view. 4. Set your working box view option to front 5. Use polyline tool and draw the outline/shape of a snout (as many vertex as you wish to achieve the desired shape). CAUTION do not use too much because you may want to keep the polycount down especially If you're planning on making a whole figure. Me personally I model my whole figure in the same room (Lofting and extruding). 6. Set view to Left view after you have drawn your desired shape. 7. Select that shape you've just made and move it with the mouse to the middle of your box. 8. Keep shape selected and hit (Control + D) on your keyboard to make a duplicate of that shape. 9. Go to your Selection pull down menu and manually move the new shape about negative 1" along the y axis. 10. Go to selection pulldown again and manually scale the new shape about 90% on all it's axis. 11. Repeat steps 7 through 10 about 5 to 6 times or as many times as you wish to achieve the desired length for the snout according to your taste. 12. Select all shapes and Darn, under the file pull down there is an option containing the LOFT. So go ahead and click LOFT and VOILA!!! Hope that helped everyone a bit and was not confusing. You may also use that same technique to model a car but, when it comes to the wheels area. You would first of all only resize each shape on the Z axis, and you would reposition the new shape to align so it may give you a flat surface for the hood of the car. Love and Peace Serge


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.