View Full Version : attaching nurbs question
j00ey 08-10-2003, 07:43 PM hi all
i'm making a head / face and have so far made an eye and a nose and i wondered how i would now go about attching the two together? or whether i should make more parts [mouth, forehead, cheeks etc] before i start stitching. i'm not looking for a crit at the moment, i'm just trying to learn nurbs and i'm doing it freehand, so to speak, just touching my face for reference.
any advice appreciated
thanks
j00ey
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ntmonkey
08-10-2003, 11:11 PM
Hey J00ey,
First thing I would do when "patch modeling" anything is to go ahead and build the elements you want. Do the nose, eye patches, mouth, cheek and whatever else you want.
When you get to this point, you're gonna have to start slicing up your elements so that they have the same number of isoparms in the U and V. I would start by setting up the rebuild surfaces tool to something that will give you enough isoparms to retain the shape, but low enough to give you good continuity. Then begin to detach surfaces and rebuild them consistently with the tool settings for the rebuild surfaces tool. You'll then need to attach surfaces on all attaching sides to create tangency (to show no seams). Once you get the patches close and tangent using the attach surfaces tool, then you can begin to stitch them together.
Its a bit time consuming but hit me up on MSN messenger and I'll try to help you out. This is a poor way of explaining things.
hope it helps,
Lu
P.S. Or you could resort to poly modeling and then go Sub-D's. But that's no fun now is it?
j00ey
08-10-2003, 11:13 PM
ok, so i carried on, made some lips and made a start on where the nose goes up to the forehead and then i had an idea>>>
>>> convert to poly, weld verts & either smooth or convert back to nurbs [not tried this yet].
anyway i snapped the nose edge verts to the eye edge verts, combined and merged, then did a smooth and this [below] is the result. there's no rip or anything and i've checked that all the vert welds worked but the faces aren't smoothed across the join. what's going on? do i need to apply some auto-smooth smoothing groups?
confused now.
j00ey
j00ey
08-10-2003, 11:27 PM
hi ntmonkey
thanks for the help - must have been typing whilst you were replying. anyhow don't have msn messenger [i'm on a linux box learning maya in my company's downtime - my nightshift] so... for the minute forum will have to do.
regards the model - do you mean for example i need to split the eye into pieces - one to have an edge that can stitch to the nose [which would itself be split to attach to eye and cheek] etc.?
is this a daft way of going about a model like this? as i said before i'm learning nurbs so it doesn't really matter whether i'm wasting time, but for future reference would you do this as poly/sub-D from the start?
meantime i will carry on with some other parts, so i have a few pieces to stitch together in a day or two.
thanks again
j00ey
j00ey
08-11-2003, 12:32 AM
ok - so i think i've sussed that one - edit poly/normals/conform :applause:
ntmonkey - if you're listening i'll carry on with the nurbs patching when i get chance and perhaps ask more then.
j00ey
brianemsu2
08-11-2003, 06:05 AM
www.thehumanhead.com
This a really good site for learning some of the concepts and modelling techniqes for NURBS, as well as polygons and subdivision.
j00ey
08-11-2003, 07:28 AM
thanks brian - i'll have a look at that
j00ey
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