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rsalonen
02-20-2002, 11:06 PM
Hi everyone, this is my first post on this board, and I hope I will enjoy it :)

I'm very new to 3d studio Max, been using it for a week now and I have recently to learned spline modeling.
Well Now for my question.
When I'm making some object using splines and surface I often end up with rough edges, weird glitches in the mesh etc.
Is there a way to fix this? and is there any difference between using alot of splines in a model rather than few, I mean, should they sit tight to eachother, or should I have big open areas?

I hope I could express my question good enough, it's hard since I do not know all terms in 3dsmax yet :)

Thanks in advance.

edaddy
02-20-2002, 11:18 PM
hmmm maybe the bezier isn't smoothed out enough...i've never had a problem like that so i can't offer much....sorry

oh...and if you've only been using it for a week, you should definitely start off w/ box modeling, as it is the easiest to learn and will develop your '3-D eye' you could say.....

rsalonen
02-20-2002, 11:38 PM
Thanks for the fast reply.

Maybe the beizer do help, I haven't played around so much with the diefferent things yet.

Oh and about box modeling, I'm a fast learner so I've learned it quite well already, but of course there is allot to learn, but I want to change between different tecniques. Might learn something from an other ;)

LFShade
02-21-2002, 03:05 AM
A typical spline-modeling workflow in Max includes putting a relax modifier on top of the stack. That should smooth out most of the problem areas.

As far as the density of the spline cage goes, I'd approach that the same way I do poly modeling: Start with relatively few splines placed only where you need them to define the overall volume, and then add more as you begin to sculpt details. Generally speaking, when splines run close together you get sharper edges, and when they're spaced further apart you get a more smooth surface. Use this to your advantage -- put splines close together where you need creases, folds, and wrinkles. Space them apart more for areas that require lower detail or will not need to deform as much in animation. With practice, you can end up with models that are as efficient as they are attractive:)

AJ
02-21-2002, 03:09 AM
Yeh - surface tools (patches) don't like sharp corners/edges (like a box for example. It trys to run the mesh continuity over the tight angle, making for some rather odd smoothing.

Oh, and before trying box-modelling (and to be honest, before surface tools...) make sure you get all the basics such as Lathing/extruding/beveling/bevel profile...etc. They're not as exciting, but ever since I saw a student trying to make a round pedestal from patches (and showing him that he could lathe it in seconds!) I've prodded everyone towards the basics if their new to max :D

Good luck with max!

Ls3D
02-21-2002, 04:08 AM
This may sound like underwater backward Chineese but here I go! (for you, for others that may stumble this way)

Create a geosphere of say 40 inches (or whatever) radius and keep other default settings.

Right click on the (edit) stack just below GeoSphere and choose Editable Mesh.

Now enter sub-object Edge mode and select invert (or all the edges, however you like) and then find your way to Edit Geometry and click on Create Shape from edges. Choose Linear and Ignore Hidden edges (default).

Now EXIT sub-object mode and delete the GeoSphere.

You should now have a spline cage in your scene, select it and set the steps to Zero (optional).

Next add the Surface modifier (no need to cross section, read the rules in help) Flip the Normals if need be and view results. Set the patch topology to 1 and then add an Edit Patch modifier on top of the geo pipe.

Enter Edit Patch sub object vertex level, select all verticies. Then right click over one of the verts and choose Coplanar. Examine results, render, undo vertex change, re-render (view alpha for high contrast), delete some patches, extend a tri, etc..

This nest can naturally be reduced to just a patch object via collaspe, and the topology tweaked. This procedure can be used on other primitives (try a box, torus, etc) and hopefully helps one understand the rules of spline cage / patch modeling. A cool alien creature in spline state came with 3dsmax and was inspirational and educational for me to examine. In fact my Rude Frog avatar was only my 3rd spline cage model!

The relax modifier works very cool but unless you start with an oversized model shrinkage with occur!

I think for a few it is never too early to model with splines, and I agree most master mesh modeling first. If you got through this then you just might have what it takes!

-Shea
www.ls3d.com

rsalonen
02-21-2002, 08:52 PM
Thanks for all the replies.

I have already learned allot more about splines by playing around with the beizer option, I only used smooth.

I know about the lathe, bevel profile stuff already too, like mentioned, I'm learning fast. I have always done that with art (music, draw, and now 3d).
Working on my first face now and it looks pretty good I must say, to be my first one there is :)

Thanks for the "tutorial" Ls3D, I think I learned something from it atleast :)

After doing 20+ tutorials during this week I've learned allot, it's not as hard as I thought 3dsmax would be. Atleast not at this level, but materials are a pain right now, but it'll come soon, eventually :)

Once again, thanks for all replies, and that you care abour newbies in need, not everyone does.

AJ
02-21-2002, 10:38 PM
Look forward to seeing your face model! :D

Glad ur having fun with max too... it's always cool to start doing stuff and go "wow - I can do that!" it's a nice feeling that I still get from time to time ;) :D

rsalonen
02-22-2002, 05:42 PM
I'd like to post my face modell, once I'm a bit more finnished with it...
might post it later today...

And fun is just the first name :D
I'm wondering why I haven't discovered 3d modeling earlier, I've just been using Photoshop and Painter like programs before (5 years experience with Photoshop).

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