View Full Version : wow, so many USER DELTAS
Wongedan 10-23-2003, 01:06 PM Yo guys, be honest k, :beer:
Are you the one who use UserDELTA Tutorial to make a head?
honestly, I ve seen lots of similar userdelta like head, wow that means the tutorial is really ROCKS!!
The guy also ROCKS!!, this is the first time I saw people modeled the head without using knife tool, edge tool, bandsaw, and other cutting tool, everything just Smooth shift and spinquads.
and I never seen people model on the double split layers, directly on perspective view on LW Modeller, (because until now LW modeller doesnt have gizmo...$$$%!!@)
Anyone know The info or another art work made by him??
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here's a link to his site
http://www.tittiwinkle.com/
His tutorials really do rock:buttrock:
Miyazaki
10-23-2003, 04:36 PM
Yeah, userdelta rocks! But haven`t heard from him since a long time :hmm:
Are you the one who use UserDELTA Tutorial to make a head?
Nope, not my style. I guess it works for him, though. :)
Tudor
10-23-2003, 10:19 PM
Actually I tried that way of modeling, and I just could not get it to work. I felt like a newbie again after 8 years of LW work. Nahh extender is the way for me.
But the technique is cool. It shows how many ways there are to reach the goal. If one way don't work for you, there is always another :)
telamon
10-23-2003, 10:32 PM
I often redo the user delta's technique to build a head... only for fun.
The thing is that it is difficultly intelligible for me. I really do not understand how this works and how someone could be visionaire enough to build an efficient polygon flow with smoothshifts as queer as his... The creation of a 8 point poly for the eye is quite a miracle for me.
Basically, I prefer Carnera's box technique
dfusion
10-23-2003, 11:37 PM
So that is all he is using? Smooth Shift to add additional geometry? I am in the midst of watching the clips right now and I'm on number three. At first everything is so round and bubbly, but then I suppose it's the smooth shift + pushing and pulling to get where ya need to be.
SplineGod
10-24-2003, 01:13 AM
I find it easier to simply layout the basic proportions first in a more traditional way. Smooth shift and spin quads are great but I prefer to use them when it makes sense as opposed to exclusively using them.
I also feel the same about modeling point by point...great tweaking tool but there are more efficient ways to get to the point of tweaking. :)
mpc823_99
10-24-2003, 01:40 AM
Originally posted by telamon
I often redo the user delta's technique to build a head... only for fun.
The thing is that it is difficultly intelligible for me. I really do not understand how this works and how someone could be visionaire enough to build an efficient polygon flow with smoothshifts as queer as his... The creation of a 8 point poly for the eye is quite a miracle for me.
Basically, I prefer Carnera's box technique
It's great that there are so may different ways to build models. I actually found his method suits me better than any other I've tried. I really like his videos and have learned quite a bit.
Daniel
Wongedan
10-24-2003, 02:00 AM
but some newbie will have a trouble to follow this video, There is no voice and text, and sometimes he undo his step... I saw it.
The most part I like, that How he do the ears, all quads!!!!
richcz3
10-24-2003, 04:33 AM
It's a pretty interesting style but it doesn't lend itself to mirroring which for me is a major setback. I tried that tutorial about three different times and each time my Symmetry was boffo'd :annoyed:
richcz3
Facial Deluxe
10-24-2003, 05:57 AM
Originally posted by Miyazaki
Yeah, userdelta rocks! But haven`t heard from him since a long time :hmm:
I had some news of him :) He's still alive ! He did great work on some modeling project. I hope he will post it, as soon as he get the employer permission, worth the see :D
Nemoid
10-24-2003, 08:42 AM
I dowloaded the videos yesterday, just to see how they were and learn some tricks.some things are very good indeed!!:scream:
the ears feel very tricky to model that way, though.
I have to say that modeling in perspective its not my preference.
having to rotate the perspective view so much...
the only thing I didn't like was that the final mesh was not simmetrical, so these videos are a very good starting, but there is more.
I will try to adapt some trick in my own workflow.:thumbsup:
telamon
10-24-2003, 09:38 AM
Originally posted by mpc823_99
It's great that there are so may different ways to build models. I actually found his method suits me better than any other I've tried. I really like his videos and have learned quite a bit.
Daniel
I am happy that it suits you. It suits me well as well. Nevertheless, similar to splinegod, I prefer to prepare the main proportions (outline the eye sockets, the nose, the mouth...) on a box or plane and then extrude, smooth shift, tweak... and spin quad to have permanent control on the polygon flow.
Moreover, I prefer to model in polygon mode rather than in subpatch so that my final mesh does not include too sharp angles between polys.
BTW - I LOVE the ear technique from User Delta. I have made quadrillions of ears with various techniques. I always copy the one I have done with UserDelta's technique when I have to create a new character.
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