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View Full Version : Modeling rocks, need advice


JuddWack
10-27-2005, 05:01 AM
Does anyone have any advice a ring of rocks you would see around a fire?

Should I build the ring out of one primitive or make each rock and combine them somehow?

How do I combine it into my terrain to make the scene one whole object?

I'm on Maya 5.0

Thanks.

Gordon Moran
10-27-2005, 05:10 AM
Why combine them? Just leave them as separate objects. Crash them through the ground, no problem.

WAcky
10-27-2005, 06:49 AM
Why combine them? Just leave them as separate objects. Crash them through the ground, no problem.


doesnt this (http://forums.cgsociety.org/showthread.php?t=112189) contradict both of these ideas?
http://forums.cgsociety.org/showthread.php?t=112189

MK2
10-27-2005, 01:25 PM
Only because someone writes mucho text does not mean hes right (or wrong). Nothing is written in stone.
There are many diffrent ways how these problems are solved. Some Editors cut the Polys below the ground away when you export the final map. Others eds allow you the delete faces and iam sure there are many more solutions.

JuddWack
10-27-2005, 06:14 PM
Ok, well how about modeling the actual rocks. I have a few unique rocks created but I'm not really sure how to pile them on each other appropriately. Should position each one so close that they don't intersect but never actually touch? I thought that looked a bit artificial and was quite cumbersome as well.

Is there a way to move an object in space and have it stop before it goes through another surface?

Woyman
10-27-2005, 07:22 PM
I know that you can create rocks and then set them as a rigid body collection. Look up rigid body collection in the help. You should get a lot of information.

After you set them as a rigid body collection, you can simply animate them with gravity and see where they fall.

I know that this stuff is possible in MAX. I've just never tried it. :P

Woyman
10-27-2005, 07:25 PM
Here is also a good tutorial on scattering some rocks on a plane:

http://www.weber-images.nl/tutorial.html

MK2
10-27-2005, 08:52 PM
Judd, just place them how you think it looks good. Forget about the theorys of optimization etc. Everyone has another POV about these things and there are so many ways to get similar results.... find your own way.

First make it look good, dont care about little details like intersecting objects and stuff.
(but since it is a game-obj. try to optimize the texture and the polycount)

Finish it the best way you can and then show it here. Here are enough peoples that can give you some specified hints and tips for your object. And remember ... you are allowed to make mistakes! You should make mistakes, you learn much from them.

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10-27-2005, 08:52 PM
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