Valandar opened this issue on Oct 12, 2004 ยท 21 posts
Valandar posted Tue, 12 October 2004 at 10:22 PM
... I HATE MODELLING GLOVES!!! No details, sorry. Just had to get it off my chest.
Remember, kids! Napalm is Nature's Toothpaste!
MindsEyes posted Tue, 12 October 2004 at 10:55 PM
i ahte it period, because it seems you need an engineering degree to operate the programs..... but eventually i will get it.....
Helgard posted Tue, 12 October 2004 at 11:28 PM
I hate modelling underwear. When I am on that catwalk I feel so exposed, almost naked, and I think that all the people in the audience are laughing at my knobbly knees. Um..... Oh,.... maybe you were talking about 3D modelling. What forum is this again? Am I in the wrong place again? Lol.
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cryptojoe posted Wed, 13 October 2004 at 9:36 AM
Helgard: ha ! Ha! HHAAaaaaa!
Valandar if you are able to attempt to model gloves you're light years ahead of me. I really suck at organics. I could never draw life forms very well, and CG programs only extenuate the lack of talent for them.
Yank My Doodle, It's a
Dandy!
nomuse posted Thu, 14 October 2004 at 2:08 PM
You hate gloves? You should see the first pair of hands I made! (Come to think, I believe that's also the LAST pair of hands I made...!) But, no...now that I think about it, I have no fear at all about modelling a pair of gloves. None at all. NOT NEXT TO RIGGING THEM IN POSER! :)
Valandar posted Thu, 14 October 2004 at 7:38 PM
Gloves are harder than hands. It's like making a pair of hands that has to EXACTLY FIT hands someone else made... AAAAGH!!!
Remember, kids! Napalm is Nature's Toothpaste!
pakled posted Thu, 14 October 2004 at 8:29 PM
oh..I wonder, if you import Poser hands, extract faces, thicken..would that work?..have to agree about the boning..too chicken for now..;)
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
Valandar posted Thu, 14 October 2004 at 11:37 PM
Not for a product, you wouldn't, Pak. Something about using the original geometry, copyrights, that whole thing...
Remember, kids! Napalm is Nature's Toothpaste!
quinlor posted Fri, 15 October 2004 at 6:31 AM
For modeling, the cloth room in P5 may be usefull to get them to fit. Model them loos fiting and schrink them in the cloth room till they fit.
But riggig them? The horror ...
Valandar posted Fri, 15 October 2004 at 11:03 AM
Actually, rigging them wasn't that bad. I simply chopped them up in 3DS Max, and then used P-Wizard to conform them. They needed almost no JP tweaking. The cloth room suggestion is good, EXCEPT... the minimum collision distance ends up overlapping the fingers. I ended up making them "The Hard Way"...
Remember, kids! Napalm is Nature's Toothpaste!
nomuse posted Sat, 16 October 2004 at 3:23 PM
I wonder if you could scale up an .obj of the hand and arm to some huge size, THEN use cloth room on it?
Valandar posted Sat, 16 October 2004 at 7:18 PM
Pheh. It was just easier for me to model it. BTW, 'shrink to fit' ? I'v never found a way to do that...
Remember, kids! Napalm is Nature's Toothpaste!
laughingnome posted Tue, 19 October 2004 at 2:29 PM
correct me if im wrong here Valandar, not being a poser wizard. if you make something like a glove for example that completly covers a particular body part ie hands you dont really need the hands part of the poser mesh to be visible, or do you? if you dont then you dont need to make them a Perfect fit just turn the hands invisble on the poser mesh. just a thought stu
Valandar posted Tue, 19 October 2004 at 3:10 PM
Ah, but what if the user wants to make transmaps to turn them into lace or chainmail? You HAVE to have a perfect fit, just in case...
Remember, kids! Napalm is Nature's Toothpaste!
laughingnome posted Tue, 19 October 2004 at 4:17 PM
from a Merchants point of view that would make sense. thank you Valandar. stu
laughingnome posted Tue, 19 October 2004 at 4:27 PM
a pic of the wire would be nice though, seeing as how you started the thread and assuming its just not a advert for an upcoming store product. stu
Valandar posted Tue, 19 October 2004 at 5:29 PM
No, it was a general complaint about modelling. Also, here's how I've been going about it (using 3DS Max 5): 1) Create a box the size and shape of the character's palm - four x and three 7 divisions, no z divisions (z being "up"). 2) Extrude polygons five times for each finger - once for the main joint, with an extra "small" extrude at each joint 3) Extrude polygons to fit the thumb. 4) Play with vertexes until it roughly fits, then extrude the "wrist" out. 5) Delete the polygons at the "cap" of the wrist, then apply one level of meshsmooth to round the figure off a bit. 6) Start moving vertexes until it fits the hand more closely. Also, play with vertexes to give the illusion of the tendons on the hand raising up. 7) Extrude the edges of the wrist a few times until the glove is long enough. 8) Give it one or two more "meshsmooth" levels, and use soft selection to tweak the fit (or "push", if the fingers of the glove need to be just a WEE bit thicker). Any other possible ways out there?
Remember, kids! Napalm is Nature's Toothpaste!
laughingnome posted Wed, 20 October 2004 at 3:44 PM
seems simple enough to me Val, so what was the complaint. seems to be little more than a box modeling exercise from what i read above. stu
Valandar posted Wed, 20 October 2004 at 6:13 PM
It's just the interminable proccess of tweaking vertexes and vertex regions, that's all.
Remember, kids! Napalm is Nature's Toothpaste!
laughingnome posted Thu, 21 October 2004 at 12:52 PM
ah the joys of point editing ;) interestingly the same method works more or less exactly the same in Amapi 7 and also in Truespace 5.2 i imagine it would work in wings more or less the same as well the tools have different names but the actual technique is the same for all 3 apps. stu
laughingnome posted Mon, 25 October 2004 at 1:23 PM