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View Full Version : Possible..or not in max?!


ivo D
02-12-2003, 08:37 AM
look at this ... http://perso.wanadoo.fr/bachelorette/girl.htm

its lightwave, and its an easy way to model..but ther are all like..
well the lines are round..

how do you do this in max.. caus this is just poly by poly modelling in lightwave (starting with a plane i mean ,etc)

so how.. is this done in max..caus im a max user..

jadedchron
02-12-2003, 10:18 AM
yes it's possible. look up spline modeling tutorials > google.com

ivo D
02-12-2003, 10:20 AM
uhm but the actually modelling part...isnt done with splines..

thats just the reference,that is spline drawn.. right..

caus if those hands or done with splines..than im lost ..:hmm:

jadedchron
02-12-2003, 10:23 AM
if those are just reference pictures then what are you asking exactly? because other than the references are the shaded model. no inbetween pix.

and yes you can do just about whatever with splines. in the subd thread it's referred to as detailing out.. poly by poly.. if you draw the splines and use the intersections w/the surface tool you create faces. many cars on this forum have been made that way

Khepri
02-12-2003, 10:29 AM
those are just reference linse drawn in 3d to give a 3d "mockup"of the model.


and the hands can be modeled using boxmodelling(as the whole body is, but then by using poly by poly) like Johan Thorngrens timelaps vid of apollo.


Johan Thorngrens timelaps vid of apollo (http://trinisica.com/sub_view_imgpage.asp?loc=3&img=apollo)

hope this helps any.]

cheers

ivo D
02-12-2003, 10:40 AM
see those line.. they are round.. that cant be done in max i think..

and i want to know how to model that way..

jadedchron
02-12-2003, 10:47 AM
you can model it the same way. just not with bezier edges like that

ivo D
02-12-2003, 10:57 AM
damn..oke.. gues it could be done in nurbs..but nurbs are a pain in the ass.. heheh

Khepri
02-12-2003, 10:58 AM
riiiight you mean the representation of subdiv wireframes.

not possible in max, but its a fancy+droolable way of showing subdivs in LW.


as jadedchron said: idea is the same only the looks are different.

jadedchron
02-12-2003, 10:59 AM
i think someone over at LW was drunk when they made the lines like that :wip:

ivo D
02-12-2003, 12:30 PM
oke..than i dont have to worry.. ill just model away..

but it makes it look so good.. and ..kindah low poly.. often that lw curlyniss.. blaah:shrug:

gaggle
02-12-2003, 12:32 PM
Personally, I wish for that effect in MAX as well. Mmm.
Maya can display something similar-ish, but really it's Lightwave that seems to have the right idea atm.

ivo D
02-12-2003, 12:42 PM
..everything is oke with mee.. hope theyll put it in than.. you can set it on or off .. i guess.. so everything is fine.

and some more accuratly put hotkeys for mesh modelling would be nice..now you have to put in everything yourself.. pff still have to make a free day to do all that.. and put al the scripts in that i downloaded..and ad all the icons and so on.. ff lots of work

dvornik
02-12-2003, 05:03 PM
I would petition discreet about it. It's absolutely amasing when you don't have to guess how your surface will look like after subdivision. Takes poly modelling to a different level. It's super-fast in LW as well, unlike meshsmooth.

New
02-12-2003, 07:09 PM
Hm

Subpatch is way of subdivision of poligonal modeling, the equivalent in max is meshsmooth.

Aearon
02-12-2003, 07:11 PM
man i've seen this a lot of times in LW screenshots...all i can say is max and every other app needs this - it makes everything so predictable and fast, sort of nurbs-feel with polygon ease-of-use

New
02-12-2003, 07:13 PM
XSI have allso subpatch.

qu2k
02-12-2003, 07:29 PM
all it is is the smoothed mesh with the low poly mesh projected onto it

RockinAkin
02-12-2003, 08:42 PM
I dont know if I'm missing something, or you all are.
This thread is cryptic enough as it is. :D

I dont see anything in those pics that cant be done exactly the same way in max.

-DivideByZero-

New
02-12-2003, 09:16 PM
You can do your object in polygon way, subpatch way or you can toggle between the two modes.
Try Lightwave :)

http://newalpha.rgba.org/gfx/attach/subpatch.gif

dvornik
02-12-2003, 11:18 PM
Question is - can you work directly with a subpatched surface so you can actually see the results while you model. In max the control cage is displayed separately from the surface - you can't really work like that cause vertices get hidden under the surface and it's just is too messy and confusing. The quality of your resulting "meshsmoothed" surface is directly affected by this.

jadedchron
02-13-2003, 02:14 AM
zero, they were referring to the wireframe of the object in subd. the model can obviously be achieved thru max:thumbsup:

dvornik
02-13-2003, 02:27 AM
These polymodelling videos ("boxmodelling" if you will) will help you understand the benefits of working directly on a subdivided surface. I'm not promoting LW (of which i know very little), but i think this particular feature is great for polymodelling and I would like discreet adding it to our workflow options.

http://www.lightwave3d.com/tutorials/modeling/head/index.html

AXE
02-13-2003, 12:20 PM
I don't know if this is what you're lookin for (I know LightWave MetaNurbs and used it in the past), but you can do this with Splines, Surface Modifier and Show End Result Toggle ON/OFF (in the Modifiers Stack).

This thread is kinda "kryptic"!

Please excuse me if this is not relative to what you're talking about...but of what I know, you can do that things you're looking for with this method.

AXE

pensart
02-13-2003, 01:14 PM
First off all, let me tell u that i use max AND lightwave and i do not agree with u axe.
The metanurbs in lightwave are mutch mutch mutch more interesting and fast.
Also, way stronger than the meshsmooth option we have in max.
Splines in max are great, really. especially when i have to model more tech stuff... but for organic stuff metanurbs really is the best.

Don't flame me for this but its my honest opinion.
Buy a lightwave7.5 box, its not expensive and could speed up your workflow magnificent.
Look at it as buying a max plugin, you wont be the only one.
:rolleyes:

AXE
02-13-2003, 01:21 PM
PENSART: I do agree with all you said...MetaNurbs are really better (especially for organics)...I was just trying to compare the 2 things (MetaNurbs and Spline+Surface in Max), to see if this matched what the guy was lookin for! :beer:

RockinAkin
02-14-2003, 02:10 AM
I think Axe is on the right idea with his example.
That is what I was trying to reffer to.

Heres a better picture to see though:
Done in Max.

:thumbsup:

The base mesh (shown in wireframe on the bottom) can be altered in real time - effectly allowing you to control the object very precisly on the Sub-Divided level.

Piece of cake,
-DivideByZero-

dvornik
02-14-2003, 02:49 AM
Well, it's not poly. The point is to improve the poly modelling workflow, not to switch to a different modelling technique.

dogz
02-14-2003, 06:31 AM
s-patch is a modeler that models with splines and its free and easy to use..although t dont reccomend modeling a hand with it:surprised

ivo D
02-14-2003, 08:56 PM
this is just one of the few isues that have to be solved in max..

caus it is a great ab.. but wel all know it could be so much better..
but they just want to have your money(well they dont get mine :p ):shame:

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