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geoffb
09-18-2003, 03:54 AM
Alrighty well I'm trying to model a car in Cinema sort of following a tutorial for 3DS Max. It is a spline modeling tutorial where you draw out the splines first then attach NURMS to that. First question how is NURMS different than NURBS? I figure its probably just a non-uniform rational mesh spline? Maybe? I dont know. Anyways and next question is this way of modeling possible in Cinema? Just thought I would throw this question out there since I like modeling this way its seems quicker and less painful to me, but I guess if it doesn't work I can always export my splines to Maya or something. Thanks a bunch.

Geoff
:buttrock:

JIII
09-18-2003, 04:38 AM
whats a nurm?

JIII
09-18-2003, 04:42 AM
er I dunno if anyone acually does to much modeling with cinema nurbs. I have seen maybe maybe one car done successfully and that might have been poly anyhow.

cinema is not famous for its nurbs sadly

JoelOtron
09-18-2003, 06:20 AM
huh?


Anyhow, dont know what nurms are but you can build a model w/ splines via sweepNURBS, but I think the Nurms thing might be a spline patch modelling approach. I may be wrong.

Check Medienbunker.de for the new plugin Patch-it. Do a search here as there was a discussion about the plugin originating from Adam a week or so ago.

Perhaps post a link to the tute so we can see what you're talking about.

DELTAadmin
09-18-2003, 06:35 AM
Nurms is a term used in 3D Studio max for a subdivision surface algorythm within a meshsmooth modifier

pit
09-18-2003, 06:39 AM
Have to correct you there Joel - itīs motion gimmick not Medienbunker (they made Supernurbs, maybe that got you thinking of them).
Anyway: www.motion-gimmick.com
Cheers

JoelOtron
09-18-2003, 06:41 AM
A resounding DOH!!!!!

Sorry about that---its late here and I'm distracted.

LucentDreams
09-18-2003, 06:45 AM
the difference between nurms and nurbs, basically the difference between the words b-spline and mesh smooth, both are Non uniform, both do the exact same thing, one company chose to specify its doing it to the whole mesh, one shose to go with its underling principle which is that its whats used in Nurbs.

AdamT
09-18-2003, 06:47 AM
btw I ended up getting Patch-it (big surprise). It's a pretty nifty little tool--kind of like the Bridge tool on steroids. It makes landscape generation from topo lines (or traced splines) *much* less painful, which is a pretty big deal to me. Well worth $20.

JoelOtron
09-18-2003, 06:50 AM
Well--you have to live up to your title of plugin addict, right? :p

It does sound like a good one.

geoffb
09-18-2003, 06:39 PM
sorry about not posting the link. here it is. HERE (http://www.munkmotion.com/tutorials/nsx/4a.htm)

Here is also a screenshot of what I have so far. I plan on using the finished model in a video project I have for school this semester. I hope to be able to composite it into my little car chase short.


Tell me what you think.

Geoff

:buttrock:

JoelOtron
09-18-2003, 06:54 PM
Looking at the Nurms resource, it seems (as Kai says) Nurms are just another name for Subdivision modelling, which is accomplished in Cinema via hyperNURBS applied to a poly mesh.

I see you created splines for the shapes you wish to build. Unfortunately, this is not the way to go if you wish to build a detailed car model. There are tons of car modelling resources on the forum here. Maybe someone can post a link to a good one.

JoelOtron
09-18-2003, 06:59 PM
Oh--I see now--you were referring to the guide splines tutorial. Interesting. I don't believe the splines will be turned into geometry---I think they are there as 3-d reference to where curves and surfaces need to be created. Kind of a 3d tracing template?

geoffb
09-18-2003, 07:17 PM
Well does anyone know then if I could connect all of them and then make them editable, could I import it to Maya and make it in there? Or would the bridge tool help me do what I want to? Cause I've already spent at least 5 hours on it and I want to try to use what I have. Cause that would suck if I had to start over.

Geoff

JoelOtron
09-18-2003, 07:28 PM
Well...I'm not sure why you approached it that way in cinema if you werent sure you it could even be done.

:shrug:

It really can't be done that way in cinema.

Maybe you could export all the points of the splines from the structure manager and import them into a blank polygon object. Then you'd habe the even more tedious task of bridging each point to create polys.

Have no idea about Maya. Sounds like you know more about Maya then most of us here.

WSzP
09-18-2003, 11:39 PM
If you are interested in a VERY good HyperNURBS car modelling tutorial for Cinema4D, go there: http://www.7thchamber.com/tutorials/Chev/index.htm

geoffb
09-19-2003, 04:36 AM
Yeah I've been there, but that is more of a box-modeling tutorial. Thanks though.

Geoff

cookepuss
09-19-2003, 05:53 AM
Have you seen this one?

http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1

It takes a slightly different approach.

As for joining splines & their CPs to form new patches (a'la Animation:Master), I don't think that it's possible in Cinema 4D. You could lay down the splines to use as guidelines for either a HyperNURBS cage. You could also use them as basic guidelines to lay down Bezier patches, using a snap to spline methodology.

bunk
09-19-2003, 08:18 AM
I scanned the tutorial you refered to and as far as I can tell you can do the same thing in Cinema. Looks like a tough way to model though.

Once you made your splines turn on snapping. Create a polygon and use EdgeExtrude to create new polygons. Select the points of each polygon that needs to move with one of the four Selection Tools and use the Move tool to drag/snap them along your guide splines. That's basicly it.

Well does anyone know then if I could connect all of them and then make them editable, could I import it to Maya and make it in there? Or would the bridge tool help me do what I want to? Cause I've already spent at least 5 hours on it and I want to try to use what I have. Cause that would suck if I had to start over.

Connecting and making the splines editable is not a good idea since it doesn't do anything ...Connect/drop them in a loftNurbs and then making them editable won't give you the result you hoped for and you can't export your splines to any other program.

Success,

bunk

geoffb
09-19-2003, 02:15 PM
thanks bunk I'll try that. I'm almost done completly with the spline cage. I'll attach a screenshot of it. I was thinking that I could most likely start bridging, and then import that into Maya and use Maya's Split Polygon tool, Awesome tool! To add more points to make it rounded. As far as this way being a hard way to model, Its tedious at times I agree, but so is moving points. I think as a modeler, you just have to keep looking ahead to what it will look like in the end.

Geoff

geoffb
10-06-2003, 05:15 AM
well i figured out how to do it. I made my splines, and then put them into extrude nurbs with no movement and then exported that and imported that into Maya. It worked! Yea! Here is a pic of what it looks like so far.

Geoff

AdamT
10-06-2003, 05:30 AM
Looks good, but why not just do it in Maya to begin with if you want to model that way?

geoffb
10-06-2003, 05:39 AM
i dont know mainly cause i know C4D better

mimo8
10-06-2003, 10:09 AM
ever heard abbout
solidthinking (http://www.solidthinking.com/)

should be a great modeller
Iīve just downloaded the demo and sniffed arround on their homepage
a lot of tutorials

best

flingster
10-06-2003, 11:48 AM
AdamT: just out of interest with that spline setup geoffb has could he use the patch-it plugin to model his vw??

mimo8: looks sweet.

AdamT
10-06-2003, 02:25 PM
Patch-it wouldn't be so hot for this, since you don't have much control over the mesh structure. It only creates triangles too.

flingster
10-06-2003, 02:34 PM
arh well .. thanks for the reply though.:thumbsup:

geoffb
10-06-2003, 02:38 PM
i did find that i had to select all the edges and delete them, because it trianglated them when i exported, and it made it look all funky, but luckily you cannot delete a border edge, so it was a very simple method of sleting all and hitting delete. I'll prolly go back and using the split poly tool, split them to get a better look, but I figure right now it could be a pretty good low-poly car.

the solidthinking looks great I'm gonna try it out.

Geoff

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