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c000be
07-13-2007, 07:01 PM
i still have the head to do, but i did figure out a system for using the checkerboard pattern in the nurbs>poly modification process, on my way to subD.
i used the checkerboard pattern to define the least amount of vertices that could be used in the poly, and to pull the texture as evenly as possible so that the layout process would be simplified as well [as much as possible, that is]. i hope this isn't overly optimistic.

i'm doing a full body texture, so all the vertices for the body tex had to line up as well. the pic show the poly body pieces ready to be attached. some parts of the body parts have a vertices for each square corner now, but before i convert to subD, it'll be
4 squares in each poly face; i found that i'm probably going to be using almost all of the 1 level anyway, and since subD binds on 0, if i have to collapse levels for the final binding, other levels, say near the eye or ear, will only have level one to deal with. i think i've simplified this model for an organic piece as much as possible.

when all of the pieces are done, then i'll reuse the nurbs on a reference layer as a virutal mold to repull the subD vertices to, for the final piece.

i think this is a pretty good pipeline. i found that modifying nurbs to poly i had to really decrease the number level way down so that the subD wouldn't end up with hundreds of extra vertices.

anyone have differing opinions, expertise? and the original nurbs can be seen at my site using the 2nd and 3rd buttons in the first row. the wireframes for the body parts are similar to the head.

and thanks for looking at this stuff.

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07-13-2007, 07:01 PM
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