Another Maya tutorial: learn the basics of polygonal modeling by building a hammer. My hammer looks far more... hammery... than the one they show. Because I smoothed it in sections instead of all at once, creating nice contrasts of sharp edges and round ones. Playing around a little to have it be metal and woodish instead of just metal is interesting, if a little confusing.
No image, it's just a boring hammer. On to NURBS...
That was short. The NURBS vertex creation tool is pretty awkward, for someone used to the sublime beauty that is AI's Pen Tool. I wonder if there's a way to sculpt a path in AI, then import it? Bet not. You never know, though. Well, on to "sculpting a surface". That should be more interesting.
I think that when I try making my first character model, I will have to do it using all the modeling methods at my disposal. What parts are best made with polygons; what best with NURBS, with subdiv surfaces... integrate, learn which suits my way of thinking best... I'll want to make something wholly in polys, I know, if I want to look for game work. Nobody's mad enough to blow the processor power to do a game in NURBS. Yet.
"Sculpting" a surface is even more awkward. Ugly. Not a method that appeals to me at all.
No image, it's just a boring hammer. On to NURBS...
That was short. The NURBS vertex creation tool is pretty awkward, for someone used to the sublime beauty that is AI's Pen Tool. I wonder if there's a way to sculpt a path in AI, then import it? Bet not. You never know, though. Well, on to "sculpting a surface". That should be more interesting.
I think that when I try making my first character model, I will have to do it using all the modeling methods at my disposal. What parts are best made with polygons; what best with NURBS, with subdiv surfaces... integrate, learn which suits my way of thinking best... I'll want to make something wholly in polys, I know, if I want to look for game work. Nobody's mad enough to blow the processor power to do a game in NURBS. Yet.
"Sculpting" a surface is even more awkward. Ugly. Not a method that appeals to me at all.
no subject
Date: 2004-03-31 02:08 pm (UTC)no subject
Date: 2004-03-31 02:40 pm (UTC)no subject
Date: 2004-03-31 02:55 pm (UTC)I have nothing at all relevant to add, except...
NURBS!
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Date: 2004-03-31 03:04 pm (UTC)But of course, it's easier and faster to just use polygons. Depends on the job and deadline. Learn them all. As usual. :)
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Date: 2004-03-31 10:13 pm (UTC)no subject
Date: 2004-03-31 10:24 pm (UTC)The NURBS-to-poly method is handy, except that after converting, I got this crazy-quilt-looking pattern of polys that was really hard to edit without totally fucking it up. So I had to get it just right before converting, and then hope I wouldn't have to edit it later.
By contrast, the basic build-out-of-polys method was as follows: start with a sphere (or, more often, a cylinder), carefully shape its front-view silhouette by applying the scale transform to each level of vertices, one after the other (centering the transforms to preserve lateral symmetry), then carefully shape its side-view silhouette by applying scale and move transforms to each level of vertices all over again.
It basically *was* scupting, and every bit as tedious.
no subject
Date: 2004-03-31 11:11 pm (UTC)