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View Full Version : How do I model gloved hands using NURBS?


ntmonkey
10-31-2002, 01:15 PM
Hey guys,

I'm kinda stumped figuring out how to model a gloved hand in Maya. If you have a Mr. Potato Head then that's what it should look like. The problem is that I'm trying to create the palm and fingers from a NURBS surface and I can't get it to turn out right. Could you guys give me some tips on how I could do this? I'm really new and I need LOTS of help. And please, speak to me like I'm five so I can understand.

Thanks,

Lu

wedge
10-31-2002, 03:20 PM
you could create the basic shape of the hand using Nurbs circles, by altering and positioning the control points you can get a isoparm representation of the hand, then you could loft and stitch it all together. i dont really use Nurbs so someone else could give you the insight on stitching it together.

heres an example of my thought... keep in mind i have not used NURBS extensively for modeling.

ReD_MeRkIn
10-31-2002, 04:34 PM
Personally i don't use Nurbs for Characters, because of the stitching involved. I have never gotten comples stitching to work properly in Maya.
For a hand, i'd sugest using Subdiv surfaces, or a polygon Proxy technique like the Conect Poly Shape tool.
I think that given how little experience you say you have, you might be better off using something simpler and more robust for a hand like Subdivs or fake subdivs.

Good luck if you do use Nurbs though

ntmonkey
10-31-2002, 09:05 PM
I'm not really interested in doing it the easy way. I just want to see if it is possible to make a hand in NURBS with the correct methodology of merging two surfaces together. As far as polygons goes, I can model just about anything with those, its just a matter of time. My main reason for using NURBS is because it is hard to work with (in some instances). Anyway, thanks for the suggestions. Those were the options I was going to try last.

Thanks a bunch,

Lu

Kabab
11-01-2002, 02:47 AM
When stiching surfaces make sure your uv's line up and have the same amount on either side.

peanut
11-02-2002, 09:51 AM
you could start the basic mesh from a nurb cube and latter convert it to a poly ..

well in my case thats what i would go for ... or simply Subdees

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