View Full Version : Character: Wire Critique
Gemini 02-11-2003, 12:40 AM hey, i am working on this model and before i went any further i wanted to make sure that there was nothing fundamentally wrong with my curve network that might cause strange facial animation, cause i haven't ever done it before. i would really appreiciate any comments on the technique used here. the head is patch modeled with probably about 100 patches or so. i haven't fixed any tangency issues yet so there are plenty of problems with that. thanks for you time.
http://www-unix.oit.umass.edu/~nhoman/snagwire_01.jpg
|
|
Gemini
02-11-2003, 12:40 AM
http://www-unix.oit.umass.edu/~nhoman/snagwire_02.jpg
Digital Magi
02-11-2003, 12:58 AM
you should read into prarmetrization. The jist of it is to rebuild all your patches uniformly, so the quads in ALL of the patches are exactly the same size. When you look at the mesh, you shouldnt be able to see differences in spacing or size between the aqads formed by the isoparms.
Rebuild each surface uniformly. What program are you using?
Gemini
02-11-2003, 01:16 AM
yeah, thanks for the comment, all of the surfaces have 0 to # of spans paramaterization. they all were rebuilt uniformly. i was always under the impression that the beauty of patch modeling is that you can have limited detail where you don't need it and as much detail as you want in other areas. though i have been wrong before.
i agree with what you are saying about uniform parameterization, but i don't think that it fully applies to patch modeling. please someone correct me if i am wrong.
this was done in maya by the way. thanks again for the comment
CGTalk Moderation
01-14-2006, 09:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.