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View Full Version : The classic loft NURBs problem


TheLegend299
10-03-2002, 08:56 PM
I have recently been starting to use loft NURB's for faces however I keep coming across the problem where, when you move from a place like the mouth to the cheek where not as much detail is needed I get wrinkles. Is there any way around this? If so help or if not some tips. Thanks in advance.

Per-Anders
10-03-2002, 09:01 PM
you're using loft nurbs?... the trouble with loft nurbs is that you need to retain the same number of points on each spline group to keep things clean... not only that, but you also have to keep them in the right order. try playing around with those things.... the ohter hting you can do is use "organic" mode, which sometimes softens things a little.

TheLegend299
10-03-2002, 09:05 PM
Yeah thats the problem and erm theres a better way (using cinema 4D XL v7 or max r3).

Per-Anders
10-03-2002, 09:21 PM
so, add points to the splines in the cheek areas, so yuo have the same number of points as in the other areas. that should help a bit with the smoothing. alternatively model using polys and hypernurbs, it's slower at first, but you'll soon find it's gives you far more control than using loft nurbs. alternatively you could use the loftnurbs as a basis, make it editable with a lower isoparm level, and manually smooth out the pinched bits of the face, then put the result mesh in a hypernurbs to regain your smoothness.

TheLegend299
10-03-2002, 09:24 PM
mmmm hyperNURBs is something I really wanted to do for a head but I wasn't sure where to start anyone know of any good tut's? or is it just a case of placing points and bridging until the head is built?

Per-Anders
10-03-2002, 09:29 PM
well... that's pretty much it really... there's a great tutorial in "Inside Lightwave 7" by Dan Ablan... also a few good ones around elsewhere, there's the boc modelling technique that's given on maxons website links. things to remember are try to keep to quads, rather than tris, and try not to have more than four polys coming together at any one point (this is cos it creates creases due to too much influence otherwise).

TheLegend299
10-03-2002, 09:31 PM
Right thanks very much I appreciate it.

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