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blackSTATIK
08-21-2003, 03:18 PM
I am sure some of you guys have seen this, but check out this thread:

http://www.cgtalk.com/showthread.php?s=&threadid=77337&perpage=15&pagenumber=1

This guy is freaking amazing and he is using Lightwave. I LOVE his modeling technique. They keep mentioning SPLINE modeling, and I have NO IDEA what that is. I always use the PolyCage for modeling characters.

Is there a way to model like this in Maya? This is just amazing!

MasonDoran
08-21-2003, 04:13 PM
hes using splines to create the edgeloops....and with that he creates surfaces that are polys(LW subds)....

this is is basically patch modelling. Maya would have pretty much the same workflow and also the option to have it as NURBs....or Polys or Subds....


Because he is doing it all in splines he needs very thorough photo referance so he can place the splines accurately. If you dont have that kind of photo referance...modelling like that would be really painful.

Goon
08-21-2003, 05:28 PM
Because he is doing it all in splines he needs very thorough photo referance so he can place the splines accurately. If you dont have that kind of photo referance...modelling like that would be really painful.

If you look at his trigun models and street fighter stuff he's using the poly line chains to generate a rough wireframe model, get all the proportions down, then, because its not actually a spline but a poly chain he can go through and connect everything, making it into a polygonal surface, so yes it is like generating a patch model, but he's doing it nearly totally free form. A lot of the objects he create are handdrawn so there is no possible way they will be consistent enough to really use references.

I've done modeling somewhat similar to that in Animation Master, and its not too aggravating as long as the toolset is simple. With nurbs tho, that might just be justifiable cause for suicide. i think theres a script on highend that allows you to create poly chains if you want to try that out.

blackSTATIK
08-21-2003, 07:46 PM
I really like that style of modeling. I want to give it a try. So its just poly chain? im not a nurbs fan, tho, they are GREAT for something, i like building characters with polys.

I will check out the plugin on highend and see if i can get this polychain thing goin....seems fun...

Elliotjnewman
08-21-2003, 09:15 PM
Yeah I haddent seen that stuff before - it looks like a well cool way to model! I dont quite understand how it all works though, polychains? Can someone explain?

Elliot.

Goon
08-21-2003, 11:37 PM
quote: Bachellorette
The lines are only to guide myself to the general shape. They represents the main contours and the main wrikles. I do the shape with 2point poly because i find it easier to add point (i use knife tool on 2pointpoly chain) and so control the number of point-poly of the model easily.

MasonDoran
08-22-2003, 09:42 AM
yeah i read that also after i posted...you can still use this identical workflow in maya if you want. If you were to do it in Maya just make sure that when you create a Nurbs Surface from the curves that the output is Polys and not Nurbs. Then with the history node you can easily change the density and placement of the polygonal mesh to match the other patches.(a very big advantage over LW if you use this method)


In both apps you will still have to be conscious of the parameterization so that if you loft them the spans will flow nicely.

because the output is polys, you can afford to be a bit sloppy and ignore stitching and tangency because you will have to weld verts and edges anyways....so you can ignore the limitations of working in pure NURBS....


the other nice thing is that it will be all quads so putting in some edgeloops with MjPoly tools is fast and efficient...

black, you shouldnt need any plugins for this....perhaps MjPolytools for edgeloops n stuff....but Mayas surfacing tools are very good and powerful -everything u need is right there if you use the history to your advantage. After all...most of his work is done on the polys themselves....Hes just a really good modeller.



btw: if i understand it correctly....isnt a 2pt poly an edge? if you do the spline thing in maya...i advise using linear curves cuz it will be more true to the conversion to polys....

blackSTATIK
08-22-2003, 07:32 PM
that makes a lot of sense. i will try that out. thanx a lot! :)

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