View Full Version : Golf BALL!!
Anyone have a good technique for creating a Golf ball in maya, Ive tried Displacement maps, poly face extrudes, etc. but havent been able to create the uniform golf ball look. things have a tendency to pinch at the "polls" of the ball. Wondering if you have a good technique or a maybe a tutorial on how to do it? THIS IS DRIVING ME INSANE!!!
Tx a bunch!
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chips__
07-23-2003, 07:53 PM
www.suurland.com has a max tut i think....
Ive read through the 3dMax tut on it but i couldnt figure out how to translate it into MAYA.
Doogie
07-23-2003, 09:16 PM
I dunno how realistic you want but you can do a simple one like this...
1) create a cube
2) smooth it about 3 times
3) in component mode, select all the faces
4) extrude face and scale in slightly
5) extrude face again and translate toward the center
6) smooth again
I wanna consider this a temporary answer. I plan on asking this person (http://trentity.com/images/trentity_slfinal_render.jpg) how they did it for their project.
woohooo Tx Doogie!
for my purposes that technique will do just fine. However i am interested in seeing how someone would go about modeling out a photoreal golf ball. One that would have the same dimple pattern of say a titleist or any of the current golf balls. i still cant believe i never considered smoothing a cube to make a sphere......good thinkin people.
Tx again.
dmcgrath
07-24-2003, 12:13 AM
Originally posted by Doogie
I dunno how realistic you want but you can do a simple one like this...
1) create a cube
2) smooth it about 3 times
3) in component mode, select all the faces
4) extrude face and scale in slightly
5) extrude face again and translate toward the center
6) smooth again
I want to ammend your, Doogie, list just a little bit. I hope you don't mind. :)
1) create a cube (Create a Sub-D sphere)
2) smooth it about 3 times (Convert it to Polygon object and smooth 1 or 2 times)
3) in component mode, select all the faces (Under Polygon>Tool Options>Make sure keep faces together is not checked)
4) extrude face and scale in slightly
5) extrude face again and translate toward the center
6) smooth again (55 thousand polys later you have sort of a golf ball)
Or:
1)Create a Sub-D sphere, because there are no poles on the Sub-D sphere.
2)Convert to Poly and smooth once or twice.
3)Paint a good texture and displacement map (if for close ups).
4)Its easier for animation this way.
Ken Koala
07-24-2003, 04:37 AM
Try this texture as a bump/displacement on nurbs sphere with fine tessellation settings.
http://www.edharriss.com/golfball.jpg
Good luck
Ken
:beer:
MasonDoran
07-24-2003, 10:47 AM
if i just tiled a texture of a single dimple and then projected it into a sphere....how would i correct the distortions at the poles?
Doogie
07-24-2003, 12:10 PM
You can't (on a nurbs sphere). The texture above your post has been corrected for the pinching at the poles problem. A subD sphere, however could be textured without this problem.
If you smoothed a cube a few times and map the texture of one dimple on each face (UV map each face for a full texture) would work.
MasonDoran
07-24-2003, 01:02 PM
surly there is a way to fix the polar distortion....
Nicool
07-24-2003, 01:12 PM
Maybe try a cylindrical mapping instead of an sperical mapping :shrug:
Doogie
07-24-2003, 02:16 PM
in NURBs you predistort your texture. For spheres you can mess w/ the convert to polar coordinates plugin (in Photoshop).
I'm not sure what people use for non-sphere pinching, perhaps liquefy? I really don't know how people can texture NURBS (and i haven’t heard a good answer). Look at the map for a Radial head, the whole bottom couple pixels are just for the lips (and your seam runs down the chin). NURBs UVs are there and you can't really change them. I guess people could project textures on them (if so, how do you get the UVs from that??)
Ken Koala
07-25-2003, 12:18 AM
This morning I assigned the texture above to the bump channel of a nurbs sphere. It worked fine. I don’t understand why you are having trouble with this. If you have problems with the UV’s use projection maps for you nurb geometry.
Trouble with using polys is that you need a hell of a lot polys to cope with the displacement.
Ken
:beer:
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