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View Full Version : how to do vertices VS UVs materials on organic hand model


c000be
06-08-2007, 07:35 PM
[see/click thumbnail below]

I'm converting/modifying models to poly to subD for final animation. In order to get good, texture applicable meshes for the subDs, I have to convert the nurbs to poly, attach everything in poly for one half of the model while doing a rougher but accurate modeling of the nurbs using the orignal nurbs model as a mold [put on a layer on 'reference', place poly over it and just pull vertices into position], and then after that convert to subD to get back to the original Nurbs smoothness using the same method with the original nurbs model again.

this is really the most painless and most accurate way I found to maintain the organic quality while keeping count of vertices/patches. Basically, keeping it as close to the original nurbs counts as possible. Of course, to apply the materials to an attached mesh, that needs some adjustment:

In the pictures below are the original hand model, the conversion to the first poly with a bit of vertices pulling to get the checkerboard texture a little more evened out in the middle, and almost completely evened out atleast horizontally on the right.

My question is, I'm trying to keep from having to do too much UV vertices pulling by having a good wireframe up front. Given that the palms have to match the fingers vertically in terms of lining up [the hands get used a lot in the animation, that's why I'm basing the rest of the model starting with them], should I have pulled the vertices horizontally as far over as I did? This is an organic model, and I don't want any unnecessary problems. I will have influence objects under the skin in the obviously bulgy parts. When this model is converted to subD, what you see now would be 0 level, and there would be 2x the amount of vertices for the 1 level to match the original nurbs, so you can see why I'm trying to be a sparse as possible.

thanks for any help, and I hope I've explained this adquately, not too much.

EricChadwick
06-11-2007, 06:52 PM
This is Maya, right? I only use Max, but I know NURBS have traditionally been painful to animate with (cracks). I would approach it as a fully-sub-d surface instead, and UVing the cage itself. You might try a UV approach where you start with two planar projections, top vs. palm of whole hand, stitch them together along the heel, then let the seams go all the way along between the fingers.

Here's a random google image search, shows the stitch at the thumb, but same basic idea.
http://blog.drecom.jp/stamaya/img/50/M3handUV.jpg

c000be
06-15-2007, 08:41 PM
thanks, done so, i think..
the pic i attached below has what i'm doing for the conversion process. unfortunately, in order to match the basic topology of the original nurbs model, even though i pared down the poly attached mesh that was converted then to subD, i'm still doing a LOT of vertices pulling, and ending up with a hand and foot models that are almost completely going to be on a 1 level.
I could collapse it if that would help with rendering, but i'm not that experienced with subDs, so my brain hasn't gotten to that question yet. [see pics at my site, first 2 buttons on 1st row] answer away if you have an informed opinion, y'all!

If anyone thinks I'm doing way too much work, I think the problem is the crevices in the hands, which I'm trying to reasonably manage, thus my 0 and 1 problem with this conversion process. For the record, the bottom part of the palm and fingers will be all blackish anyway.

EricChadwick
06-15-2007, 08:57 PM
Unfortunately, you'll need to rebuild the hand from scratch, if you wish to gain the advantages from subdivision modeling (which are well worth it IMO).

Here's a great site.
http://www.subdivisionmodeling.com/
Study hand wireframes, they should give you lots of ideas for your sub-D cage mesh.

Here are a couple good hand topologies.
http://boards.polycount.net/showthreaded.php?Cat=0&Number=170271&page=0&vc=1
http://boards.polycount.net/showthreaded.php?Cat=0&Number=169880&page=0&vc=1

living_for_cg
06-23-2007, 06:06 PM
Hi guys . i have the same problem.unwrapping a hand in 3dsmax. Unfortunately this topic ended with no useful response except some tips for modeling a hand.
Please help if someone knows.... :
How can i unwrap a hand in 3dsmax?

c000be
06-23-2007, 06:27 PM
try looking at this post for some possible clues as to what worked for me in maya. I found subDs to annoying to deal with for the baboon hands [and feet] because of how lumpy they are to begin with; to plan out how to use the fewest vertices and to attach the separate pieces in maya [i don't know max] I had to use a poly inbetween. See the picture thumbmail at the bottom [you have to sign in to see it. How would I get it to just show on the post itself - anybody? is it sizing? the jpg weight was right. hmmm..]

http://forums.cgsociety.org/showthread.php?f=203&t=509532 and the original pictures from which I modeled the nurbs are on my site, the first picture that comes up. I'm working on the body and foot now and should be posting those in the next few days. I got the process down to about a 2-4 day procedure for all of the modification transitions.


ALSO: look at highend3d.com for something called 'Pelting Tools'. There are some good sites showing how to do it as well. Apologies for not having the links for those here.

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