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View Full Version : Current Techniques for Effective Patch Modeling?


r2tincan
10-19-2006, 02:26 AM
I've recently got myself into a job situation where we have a necessity to model in patches. The program of choice (with the most development support) is 3dsmax.

It's been quite awhile since I've modeled with patches, and I've always kind of discounted them because I was under the impression (as I'm pretty sure is the truth) that they're on their way out.

However, I have to now model with them so I have a few questions.

1. Still impossible to go from poly > patch?
2. Any way to use zbrush with patch models?
3. Does anyone have any good current tutorials for patch modeling? With today's detail standards.
4. How do I even make a DETAILED patch model?

The reason that patch modeling is required, is because the game engine we're using uses a dynamic LoD system that draws models in real time from a patch reference. So it has to be DETAILED.

Anyone feeling my pain on this? Anyone know any solutions?

Thanks

SamSed
10-19-2006, 10:02 AM
1)Possible : right click on your poly object-->convert to:-->convert to editable patch
2)Well zbrush --> max's edit poly --> point (1)
3)Sorry but i don't know
4)Low poly in max -->detailing in Zbrush --> point (2)


I guess you have to do your modeling with editable poly then convert your mesh to an editable patch , because i see it very painfull modeling directly with patch

jjcoolio
10-22-2006, 08:47 AM
Long time ago I tried some patching in max but it was version 4.2 I think. It was hard work
at it took forever tweaking the points.

I think for nurbs modeling if its over 1 patch (which is multi patch modeling then)it requires some special tools that can manage the tangency and can close the seams later on. I guess maya might be a good application for this since a lot of people developed the nurbs tools.

I think you could also do some neat nurbs modeling in rhino too. and I guess you could export it it to max if max has a iges format import.
hope this helps

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