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VSLX
08-06-2002, 05:15 AM
Heya guys...
I'm working on my first ever character modeling, and I got one problem...

Here's the model's head, I'm still working on texturing.
http://www.vslxperience.com/svashta/alien_01.jpg

The problem I got, it happens when I try to make a selection and apply some material to it's eyes. I got a bit chaotic polygons, and I cannot make that selection very well. Anybody can help?
What should I do?

Here's the pic:
http://www.vslxperience.com/svashta/problem.jpg

Thank you...

ndat
08-06-2002, 05:22 AM
I guess you could clean up all the un-needed polys in the eye and then use the create poly tool to connect everything smoothly. Then select everything from there, otherwise your going to get some weird problems when texturing (basically the sam look as in the screenshot). Nice model BTW, looks simple but cool

VSLX
08-06-2002, 05:23 AM
I forgot to say... I did this in about 2h... or even less...

VSLX
08-06-2002, 05:25 AM
I'll try to do it manually.

thank you for replying...

kiwi
08-06-2002, 05:30 AM
I am not positive I have this right ok,but if I have points that are square on the edges and need them to come to a sharp point {like the eye} I take the magnet tool and move the square ends around or in until I can get a clean selection to make a tag of so that I have the material tapering at both ends rather then being blunt and un realistic :)


I also see you have BP3d,which makes me think what I just explained was not the answer you were looking for as you could just paint the area?



Stu.

neilyb
08-06-2002, 07:10 AM
I don't wish to be harsh but the best way to resolve this would be to start over and use a separate object for the eye. Could I also say that if you are not too sure then take your time, it will pay off in the end to plan it better!

I also notice in the screen grab that there are no objects in your object list..........?

That Adrian Guy
08-06-2002, 07:28 AM
Just use a disconnected mesh for the eye... that way when you want to select it, just choose a face and use select>select connected if you ever want to modify it.

...just an idea

AdamT
08-06-2002, 12:41 PM
It looks like the eye is disconnected--note the intersecting geometry. It's hard to comment without knowing how this is modeled. It looks like a HN object, but the object manager is empty (!). If it is a HN object show us the control cage. If it isn't ... it should be. There are waaaay too many polys on the mesh you've shown us to start fiddling around with.

neilyb
08-06-2002, 01:05 PM
Judging from the a) question and b) screen grab of selected polys (they look like they were subdived once upon a time) I would say this was a HN object, or two, and was made editable and then connected....but there is nothing in the object manager ..... spooky??.:eek: :eek:
If you don't side to begin again...try selecting the middle polys and use grow-selection until you have what you want

Phasmatis
08-07-2002, 06:01 AM
I totally agree with AdamT, there are too many polys to do anything with, texturing (if you want to texture it properly) will be very difficult too. It might be best to start again without currant stating the hypernurbs object. :)

That Adrian Guy
08-07-2002, 07:08 AM
Now... I do have a question, and I'm sorry if it doesn't belong in your thread (then again, hopefully everyone has answered yours)

So....

How do you give the lighting effect an outer glow around the highlit areas? It can't have anything to do with the material, right? I checked the manual, and maybe I'm reading right past it?

The render looks pretty good with that effect, everything considered.

(Thanks)

LucentDreams
08-07-2002, 07:38 AM
Originally posted by That Adrian Guy
Now... I do have a question, and I'm sorry if it doesn't belong in your thread (then again, hopefully everyone has answered yours)

So....

How do you give the lighting effect an outer glow around the highlit areas? It can't have anything to do with the material, right? I checked the manual, and maybe I'm reading right past it?

The render looks pretty good with that effect, everything considered.

(Thanks)

I believe this eefect is done using the object colour in the glow settings, but I could be wrong. In R8 advanced renderer, you will have amazing control over this including glow noise and such.

l_farley13_l
08-10-2002, 12:44 AM
Hey why don't you just select some polys in the middle and expand the selection until you've gotten the eye selected.

I'd map it to + and - and use it often!

Farley13

VSLX
08-11-2002, 07:34 PM
Sorry guys because I wasn't present...
I was trying with growing the selection but it didn't work. Each time there is a tiny detail that should not belong to selection...

Ah... this sucks...:scream:

AdamT
08-11-2002, 10:27 PM
You'd probably save a hell of a lot of time and effort remodeling this using a low-poly cage.

VSLX
08-11-2002, 10:51 PM
Yeah I know that... I just made too many subdiv's...:rolleyes:

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