View Full Version : Modeling a realistic pair of boots
I am going to model this pair of boots.I will do it in MAX.
My first question is:Better do it in NURBS??? Poligonal??any other suggestion?? It have to be very realistic.
I will need much help of you, so I give you anticcipated thanks to all.:thumbsup:
JOA
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HapZungLam
06-13-2003, 03:18 AM
i always model things in subdiv. Nurbs is old.
Blacklion
06-13-2003, 04:12 AM
You'll have more control and can freestyle more if you use the poly model technique.
BigRanS123
06-13-2003, 05:48 AM
You should build the boots the way the factory does and not as one part.
I cant say if you should use polys of NURBS because i dont know how to use NURBS.
Here is a shot of the boot that I did, may help to see the differen sections.
my post has been lost like 4 times so i have had to post this over and over so i have lost some of the feeling in this post.
BiTMAP
06-13-2003, 06:28 AM
Question, when working with Sub-D's how do u suggest making sure the boot lace hooks Stay aligned to the surface, as well as how do u model the bottom of the boot?? (Wireframes would rool)
I have decided to make it with poligon
I made some photos as reference
so, lets go...
here are the photos
please, how can I do to post more than one file in the same message??
one render of the sole textured.
still dont know how can I attach more than one file in one post.
I have made some progressions.
any idea to make the lazes??
Its another renfers from the sole.
I finally modeled all the holes in the sole of the boot.
I think it look much realistic than only with the texture map
opinions??
it would rool if you could spell
Xilica
06-19-2003, 03:32 AM
lookin good JOA
qu2k: who cares?? he's from spain and his native language is spanish..
muuuuuuuuaaaaaaaaaccccccccccc,,,,,muuuuuaaaaaaaaaaaacccccccccccccccccccccccccccc, muuuuuuuuuuuuuuuuuuaaaaaaaaaaaaccccccccccccccccccccccccccccccccccc......(aunq no veo muchos avances en la bota....):wip:
asi me pogo cuando me acuerdo d ti...:blush:
golem
06-25-2003, 03:49 PM
mmm, very nice but i use to model in very different way... i assume to animate what i make, so i prefer to use a more versatile patch modeling (give a look to my thread to see more)
i start with a simple cage of splines, attach all them (remember that all the splines must have same vertex number), CrossSection, Surface, convert to EditablePatch.
once u refine the Patch with bezier handles, u can convert into Nurbs (necessary for a correct texture mapping in automatic UV).
strings? just use loft, they can be converted in nurbs too and work better with the tipical displacement of the wires.
golem
well, now it rest to add details
more progress
any idea to texture the sewing thread? (en Espaņol:el cosido de los bordes)
thanks
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