Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 26 7:30 pm)
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TJ, Have you checked out Mike's Carrara Studio Handbook? Chapter 10 covers modelling a head with sub-d surfaces, and, although I haven't had the time, yet, to sit down and go through it step-by-step, it appears to be pretty comprehensive. To answer your question quickly... he starts with a cube primitive in the vertex modeller, then use the minus (-) key to reduce the number of polygons to one per side. hope this helps... without breaking any copyright laws... ;)
No, I haven't gotten any of the guides for Carrara or for that matter Bryce either . . . When I've got more disposables (A.K.A. Benjamins (or Dead Presidents)) I'll try to pick up a copy. As to the copyright thing; I think you're safe - Thanks! I'll try the minus key. In the meantime I've got to Part 2 of the tutorial. A lot of it appears to be unsaid, and the author seems to rely on your ability to follow his illustrations which is good in a way, as it makes one think about what one is doing - fortunately every step is illustrated. Anyrate it's taking shape (right now it looks like an angry gorilla.) I know litst made a tut that covers the subject too and in Carrara; I'm gonna try to muddle through this one before I go back and look at it though. In that way I'll have appropriate questions to solve. Hopefully I'll be able to maintain the right state of mind to get through this - then with some luck do other body parts. - TJ
litst,
I don't know about Mikes tutorial either, but I've noticed that FWT usually knows whereof he speaks.
Your method seems much simpler than using a cylinder as there is no subdividing, linking and welding for the poles
and XY percentages for the individual horizontal planes do
not have to be recalculated as much.
I don't know how many people besides me have given up on
subdivision modeling as they were unable to get past this all important first step. Thank you very much! I'll make one of these tonight to keep for future use!
BTW:
going over the tutorial, I noticed that It should all be do-able in Carrara 2; the next hurdle might be properly making holes for the nostrils, eyes and mouth but other than that it looks like a simple matter of linking, unlinking subdividing links and moving vertices if nothing else - it would be nice speedwise to be able to figure out how to do "loops" like the author talks about doing in MAX as but it can be done with suvdivision of links and linking the resultant vertices to each other, perhaps unnecessary.
Message edited on: 08/29/2004 23:32
In the meantime the cylinder method works and is less work than getting rid of the triangulation in inserting a sphere in C2 - so for the moment it looks like I'm stuck with that. (LOL)Fortunately, a perfect sphere is not required to do the job.
...but I've noticed that FWT usually knows whereof he speaks This time it seems I don't. ;) My first mistake was assuming you were using C3 instead of reading your first post a bit more carefully. And I've finally gotten the chance to delve into the tutorial in the Carrara Studio 3 Handbook... from which my suggestion is taken ... and frankly my results are different than what Mike has in print. When I insert a cube in the vertex modeller in C3, it comes in with 6 polygons, one per side... nothing triangulated ... and the - and + keys are doing nothing. So maybe I missed something. Glad you got a method figured out that works for you, though... happy modelling! :)
And for all you spectators out there who don't have your programs open to the rosters...
The Mike I referred to earlier is Mike De La Flor, author of Carrara Studio Handbook 3... not Mike Moir, whose architectural renderings I greatly admire, working in the construction industry as I do.
Now, back to the Forum for more action...
Message edited on: 08/30/2004 11:09
FWT, It appears I misread something too . . . in the tutorial It mentions recessing selected polys for the eyes, nostrils and mouth rather than making cuts. Also, from litst' illustration it appears that both pole vertices would move along the Z axis by 25% rather than the 10% I'd used which upsets my calculation to rescale the Z dimension back to 100%. Trivial as every point is moved at sometime or another during the tutorial but it shows to go ya - we all make mistakes. Anyrate, If the converstaion has stimulated your curiousity, so much the better. There is no denying your talent and I look forward to future renders/models from you in Carrara when I get back from the abyss. (I still ponder on that shadow thing I think you did in Bryce a while back.) cheers, - TJ
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Attached Link: http://www.secondreality.ch/
http://www.secondreality.ch/I found a head and ear SubDivision tutorial you guys might want to look at. It's for 3ds max 4 but with some difficulty I was able to get through the first step ok using Carrara 2. I had to make a rectangle in the vertex modeler, duplicate and rotate 90z get rid of the links, relink the edges replicate 4 times offsetting in z, subdivide the top and bottom shapes to get the top vertex point and link them all together one link at a time to get a "rounded square" but it looks promising.
BTW:
Is there a better way to get to a rounded 2x4x4 square - one without triangles? Doing the above by hand is so to speak a brute force approach and took me a while to figure out - not complaining just wondering if there's a simpler way.
Anyrate bearing in mind that it's for MAX check out the tut. You'll have to click on tutorial on the menu bar at the top of the second reality index page; it's the first and second tuts on the tutorial page
Message edited on: 08/28/2004 05:41