Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 26 7:30 pm)
Visit the Carrara Gallery here.
cutcopypaste - I dunno, it just seems to me that Carrara has a really steep learning curve. I guess I'm just used to Bryce and I'm having a hard time adapting to Carrara, kinda sux because I want to be able to do everything NOW! Oh well, guess you gotta learn how to use the software...just wish you could upload your ideas to your computer directly from your head...hmmmmmmm...well, maybe someday! rockjockjared P.S. Nice sub NAZGUL!
I love that model, Nazgul . But i thought it was spline ! Really impressive =) I don't know how you spline guys do, but i can't seem to get any shape like i want it in the spline modeller . The more i struggle with extrution envellopes and cross section, the more my model gets wrong :( . I think it's a matter of taste ... litst
rockjockjare I know how you feel. It is difficult to comprehend untill you see someone working within tne modeler in real-time. The RDS 5.5 CD came with some nice quicktime tutorials for the modelers. I find the Spline Modeler to be easier to work with, you may try that for awhile then go back to the Mesh Modeler. NAZGUL- Super model! Did you create an interior as well?
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 ;)
I'll chime in here in favor of the Freeform/spline modeler. I have the same prob as litst but with the vertex modeler: suddenly my points seem to multiply, and everything's out of control. Like Chip and RJJared, it's a monster I want to tackle, but it seems like now I want to create more complex models, rather than go "backwards" to start at square one. But, one must continue to learn and all that cliched stuff.
I hear ya Graylensman! I don't like working in reverse either. I can do the spline modeler and the Meatball modeler (LOVE that thing!) But just can't seem to tackle the vertex modeler...seems like everyone on here is a wiz at it and makes it look really easy. Once you get the hang of it it probably is. rockjockjared
another thought...I think that most of my problems with Carrara come from never working with a modeling program. I'm used to the nice cushy interface of Bryce...plus the fact that I've been using Bryce since v2. But for some reason or another I decided that I wanted to learn this modeling thing and went out and bought Carrara (figured "It's Metacreations, I know them!") While some of it is similar...the modeling thing is still kinda forgien to me; however, I do like the spline and meatball modelers...I just want to be able to do more than what I feel they can do.
twillis - there's a pretty good tutorial in the Carrara tutorial book. I think it comes with the retail version (i have the student version, so I'm not sure.) It just leaves out one thing...to scale meatballs in different plane right click on them and select the plane that you want to scale them on...same with the rotate. To move them in different planes you'll have to change the view. To do this ctrl (or alt...I can't remember.) + right click in the working area...this will bring up a little box to change views and working planes...I'm sure there is an easier way...but this works very well for me...I'll post a better detailed description along with some pics here in a few...
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Sorry, just needed to vent mainly. But if anybody does have any suggestions as to how to use this horrible thing or if you know of tutorials on the vertex modeler please let me know. Unfortionately this is one of the times where the book doensn't really help out that much...like with boolean subtraction. =) I will eventually get past this speed bump...I promise rockjockjared