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Hezza
02-24-2006, 01:29 PM
Hi there,

I'm trying to make an artists doll (those poseable models to get proportions right) I've finally got a little miniDV camcorder and wanted to have a go at some camera tracking, so i'm going to have the doll come to life on my desk and walk around.

Now i thought this would be the easiest thing in the world to model but i've run into a little problem, the arms and joints are fine, but the body and head have a combination of smooth flowing lines and hard edges. See the picture.

http://forums.cgsociety.org/attachment.php?attachmentid=90761&stc=1

For his Pelvic area i made a cylinder of the general shape and then booleaned off the flat surface. This leave abit of a mess and i've started tidying it up, but its difficult to keep the line nice and smooth and the sheared off surface flat. I thought i'd ask you guys how you would go about modelling this. I was thinking maybe sub-D's with a few partial creases, or maybe even NURBS (tho i'm not keen on them)

Also on the upper body, the hard line from his chest flows up over the shoulder and then smooths out completely on the back.

Any pointers would be greatly appreciated.

Hez

http://forums.cgsociety.org/attachment.php?attachmentid=90762&stc=1

benclark
02-24-2006, 05:10 PM
I think the SubD method you mentioned with crese would be the best way to go.

I would avoid Booleans though it just creates too much messy geometry, you could try just box modeling in polys and use Soften/harden normals at the end the punch in the edges of the crease

Hezza
02-24-2006, 05:35 PM
Thanks for the reply. I was having a complete mental block when i started the model. I've been doing lots of organic character modelling and my head couldn't cope with trying to make hard lines. After some playing i stuck with polys and it turned out alright. I tried uploading a picture but its not having it, giving me some error.

Should have it finished tonight hopefully

Cheers
Hez

amannin
02-25-2006, 07:19 AM
i would try box modeling, then using features like, bevel or chamfer to help with those hard/soft edges -- then doing as the other poster suggested, and use soften/harder normals to refine even more

but then again, i'm not too familiar with sub-d modeling, so that may be a better route...

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