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stevedeer
09-17-2002, 07:03 AM
Hi all

'Thought I'd post my next model (model number 2) a Leatherman Wave Multi-tool, it's a WIP still needs lot's of modeling... I haven't really done any texturing and bumping etc.

The blade isn't right I'll redo it, I want this to be super accurate to use as some self-publicity. As my enthusiasm is waning I thought I'd post for you remarks.

Wotcha think

Regards Steve

say-g
09-17-2002, 09:53 AM
nice, maybe add the slot where the blade slides in...

super nurbs right for the little indent thingys at the end ? sorry cant really explain it atm, today hasnt been my day

michaeli
09-17-2002, 10:26 AM
Nice work. how do you model this part? or only use a bump map to simulate?

stevedeer
09-17-2002, 11:39 AM
Nope, just hypernurbs... looks complicated but it was the easiest thing to model

steve

ThirdEye
09-17-2002, 12:29 PM
mmm boolean or simple hypernurbs? can we see a wireframe without smoothing? How did you do that?

stevedeer
09-17-2002, 12:40 PM
Oh ye of little faith... ;-)

michaeli
09-17-2002, 01:20 PM
good ! thanks!:thumbsup:

neilyb
09-17-2002, 01:26 PM
Next time your faith deserts you, try doing a boolean and getting a mesh as smooth as the one above!!

michaeli
09-17-2002, 01:31 PM
neilyb: can it be done smoothly by boolean?

sad
09-17-2002, 02:51 PM
nope. c4d booleans suck.
:p

stevedeer
09-17-2002, 03:34 PM
will they suck less in version 8?

steve

flingster
09-17-2002, 08:59 PM
stevedeer don't lose the enthusiam...its a good model.

Per-Anders
09-17-2002, 09:09 PM
i have my doubts about the boleans being better in v8.... but from what i gather the new modelling tools should help. what we need is some form of intelligent poly splitting from a bolean... the current results... i'm not sure what algorythm is used, but it looks like nearest point to point, doesn't take into account edge angle etc... best we can hope for is someone to spend a lot of time working on a plugin for the moment, as long as c4d need's to split poly's after a bolean it's always going to be a little messy. But on the plus side with the new edge tools life should be easier for beveling the result of bolean operations, so maybe it wont be so painful and unpredictable in the v8 simply because of that.

LucentDreams
09-17-2002, 09:18 PM
LOL booleans haven't been touched, especially now that Cinema is regarded as a poly modeler, booleans isn't exactly a top concern on the list anymore, though barely anything has changed in modeling outside of edge tools, but all that is listed on the maxon website

Looking at my leatherman, either yours is very different, or there are some serious booboos. Seems to me the larger blade is

A) on the wrong side if the tool
B) facing outwards rather than inwards

Where is the pliers as well?

AdamT
09-17-2002, 09:20 PM
The model looks very good--keep it up! Maybe add a very slight bevel to the edges of the bottle opener and screwdriver. They look a bit too sharp.

stevedeer
09-18-2002, 06:32 AM
Kaiskai

No booboos, I'm modelling from life... It's a Leatherman 'wave' and still very incomplete, I've had to drop it for the moment to get on with some real work

I'm not looking forward to the pliers

steve

kiwi
09-18-2002, 10:41 AM
On the subject of booleans etc,how come you can make a loft nurbs with circle slpines or square splines current state to object and still get a nice clean mesh,yet when you use an extrude nurbs with text splines you get a mess to work with after doing basically the same thing?.......I am just curious thats all :)


Stu.

neilyb
09-18-2002, 11:11 AM
I think it is because a circle or a square are basically easy to subdivide, but text goes all over the place, lots of curves and an inconstant number of points. I haven't tried but I suppose you could cut the text to add points and equalize it all out!

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