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	<title>CGTalk - Organic</title>
	<link>http://forums.cgsociety.org</link>
	<description>CGTalk, the CGSociety's official forum for digital artists</description>
	<ttl>120</ttl>
	<language>en-us</language>
	<item>
		<title><![CDATA[Combine Mesh Problem]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1108260</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: arusso1351<br>
Post Time: 05-22-2013 at 03:59 AM<br>
Text:<br>
<br>
Hi everybody,<br />
<br />
So I'm at my wit's end. I've been working on my first photo realistic model of a head and I have no problems duplicating special one side but when I combine the meshes to merge the verts the duplicated ear and eye disappear. I've tried duplicated just the head mesh and then the ears and eyes because they havent been merged yet with the head thinking that may be the problem, but for some reason when i duplicate the ear it doesnt translate well and I cant use it. Any ideas as to why this is happening?]]></description>
		<pubDate>Tue, 21 May 2013 22:59:38 +0000</pubDate>
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	<item>
		<title><![CDATA[how to colour a wing in zbursh 4r5]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107752</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: harcdz<br>
Post Time: 05-18-2013 at 08:24 PM<br>
Text:<br>
<br>
Hi guys i,m new with zbrush and i am making this dragon. I wanted to color the front and the back of it with different color but when ever i polypaint the back/front it, the color go trough the front/back of it. I hope some one can help me with this problem? <img src="images/smilies/sad.gif" border="0" alt="" title="" class="inlineimg" />]]></description>
		<pubDate>Sat, 18 May 2013 15:24:50 +0000</pubDate>
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		<title><![CDATA[Head displacement map (Mudbox to 3ds Max w/ V-Ray)]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1105714</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: Gnasty<br>
Post Time: 05-05-2013 at 03:23 PM<br>
Text:<br>
<br>
Hi there,<br />
 <br />
 I've been trying for too long now, it's like I don't know what I'm doing anymore. What I want to achieve is to displace the head model in a V-Ray render using 3ds Max. I have sculpted the head in Mudbox, and exported it as an OpenEXR 32-bit RGBA file (.exr). I tried both 2k and 4k maps, and I could not get things to look right in the render. It basically creates artifacts and distortions in the model, no matter my settings with VrayDisplacementMod.<br />
 <br />
 Here's two images displaying my Mudbox work, and the render that fails on me. Displacement settings are shown as well:<br />
 <br />
 <img src="http://i.imgur.com/FKc9tVQ.jpg" border="0" alt="" /><br />
 <img src="http://i.imgur.com/UrGwAgu.jpg" border="0" alt="" /><br />
<img src="http://i.imgur.com/L8eLD7H.jpg" border="0" alt="" /><br />
 <br />
 If anyone can see the problem already by looking at the images, I'd appreciate your help!<br />
 <br />
 Thanks in advance]]></description>
		<pubDate>Sun, 05 May 2013 10:23:53 +0000</pubDate>
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		<title><![CDATA[anatomy tools skull modeling, 3D &amp; 2D]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1105363</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: ebbandflow<br>
Post Time: 05-03-2013 at 12:25 AM<br>
Text:<br>
<br>
Hello,<br />
   <br />
   I'm not quite sure what category this would be under as I looked in the different forum areas and it could fall into several categories.  So if this falls under anatomy my bad but I don't think entirely.  I have the anatomy tools skeleton 5 piece torso set( <a href="http://www.anatomytools.com/skeleton-torso-5-piece-magnetic-set-p138.php#" target="_blank">http://www.anatomytools.com/skeleto...c-set-p138.php#</a>)  The question, which I'm stupidly asking, is are the line divisions on the bust suppose to just represent proportions for reference or are they there to represent also the polygonal edges and where to insert edge loops for 3D modeling?  I know the skull reference can be for both CG and 2D so I'm just trying to sort out this confusion.  <br />
  <br />
  With 3D there are so many different ways to model and how to start off I'm just wondering if this is specifically how they (anatomy tools) modeled their model?  As in 3D you could model a head or skull starting off with a cube or a circle then &quot;carve away&quot; the rest then add edge loops and extrusions.  They started with a circle that had one side sliced off then they sliced off the other side of it to form the &quot;bare bones&quot; of the skull.]]></description>
		<pubDate>Thu, 02 May 2013 19:25:32 +0000</pubDate>
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		<title><![CDATA[Need tips for modeling a rifle stock...]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1105151</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: themajor<br>
Post Time: 05-01-2013 at 08:00 PM<br>
Text:<br>
<br>
First - if this post is in the wrong place - I apologize - I've never used this forum before. I looked for Maya modeling, but could not locate it, so again - sorry if its in the wrong place.<br />
 <br />
 Goal - I want to model a M14 rifle stock.<br />
 <br />
 Current experience - I've been using Maya since 2008. I'm not completely new to Maya, but I also suck at modeling anything organic - such as a rifle stock.<br />
 I am currently using Maya 2013 on a Mac Pro workstation.<br />
 <br />
 Tried - So far I placed an image of a M14 rifle stock - as an image plane - within Maya and have attempted both a poly cube and a poly sphere extruding faces and moving points to get the overall shape, but it is just not looking right. I am getting wrinkles and all sorts of bumps. <br />
 <br />
 Problem - I lack good references (pics) of the M14 (e.g., top, side, front, etc.) and I know it would help if I could find some. I've looked. Most are very low res.<br />
 <br />
 Help - Does anyone have any good tips on how to start a model like this, or can point me in the direction of a tutorial that does something like this?<br />
 <br />
 Thanks in advance - theMajor]]></description>
		<pubDate>Wed, 01 May 2013 15:00:16 +0000</pubDate>
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		<title><![CDATA[Texturing the hairline.]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1099486</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: Aikku<br>
Post Time: 03-22-2013 at 11:08 AM<br>
Text:<br>
<br>
Hey everyone.<br />
 <br />
 I've been working on a particular model recently but now it's gotten to the point that I need to do the hair.<br />
 <br />
 However, unlike most 3D characters, the hairline is very clearly visible: <img src="http://semna25.webs.com/DC_CG_Model_Hojo_5.jpg" border="0" alt="" /><br />
 <br />
 As such, I was wondering what your personal take on doing the hairline is (in particular for this character).<br />
 Do you simply not model the head where the hair should be and simply add a loop for the hairline? Do you model your hair as part of the mesh itself and texture the whole thing?<br />
 <br />
 Your thoughts are very much appreciated. n_n]]></description>
		<pubDate>Fri, 22 Mar 2013 06:08:27 +0000</pubDate>
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		<title><![CDATA[nurbs modeling]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1097557</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: lanart<br>
Post Time: 03-10-2013 at 07:17 PM<br>
Text:<br>
<br>
Hello, I have a question about nurbs modeling. I'm trying to use nurbs to model a car. Since there are tons of geos in my scene, does anyone know a simple script that I can use to tessellate all the surfaces at a time rather than change them individually. Thanks a lot!]]></description>
		<pubDate>Sun, 10 Mar 2013 14:17:57 +0000</pubDate>
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	<item>
		<title><![CDATA[Character Modeling]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1097289</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: suilwhat<br>
Post Time: 03-08-2013 at 08:12 AM<br>
Text:<br>
<br>
Does anyone here knows how to model characters like Cloud Strife from Final Fantasy: Advent Children and Tekken using Maya?where should I start?]]></description>
		<pubDate>Fri, 08 Mar 2013 03:12:55 +0000</pubDate>
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		<title><![CDATA[How to create lumpy forms]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1093081</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: affar<br>
Post Time: 02-09-2013 at 07:33 PM<br>
Text:<br>
<br>
Hey, is there a program/plugin I could use to recreate these forms in 3D? I would like to have a go at 3D printing them and 3D scanning is out of my price range... <br />
<br />
Is there a way to program the parameters easily? Could I pay someone to create an plugin/program that generates these randomly? <br />
<br />
I've attached small scale and larger scale versions of what I'm trying to achieve digitally.<br />
<br />
<img src="http://f.cl.ly/items/3i1f2X14110R030y2P2T/IMG_1780.JPG" border="0" alt="" /><br />
<br />
<img src="http://f.cl.ly/items/440H1Q1J2r3G0u2a0I2l/IMG_1779.JPG" border="0" alt="" /><br />
<br />
<img src="http://f.cl.ly/items/2D2o010a1k2p3M3Q2O0H/401284_10151345154821255_1063965586_n.jpg" border="0" alt="" /><br />
<br />
<img src="http://f.cl.ly/items/102O1u3Y0z1F1u3d2K0N/263640_10151345158181255_715861306_n-1.jpg" border="0" alt="" /><br />
<br />
Appreciate the help!]]></description>
		<pubDate>Sat, 09 Feb 2013 14:33:11 +0000</pubDate>
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		<title><![CDATA[Tear ducts.]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1091089</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: swarmedia83<br>
Post Time: 01-29-2013 at 05:41 AM<br>
Text:<br>
<br>
I know it seems so insignificant, but i'm having a hard time figuring out how to correctly flow into my model the tear ducts so it can be properly textured and pop out naturally. Does anyone have a good tutorial? I have a copy of the &quot;stop staring&quot; book, but im having trouble properly translating it to my particular model.]]></description>
		<pubDate>Tue, 29 Jan 2013 00:41:42 +0000</pubDate>
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		<title><![CDATA[Hair Help/Ganondorf]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1088362</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: Drako<br>
Post Time: 01-11-2013 at 08:01 PM<br>
Text:<br>
<br>
Hello,<br />
 I'm working on a rather large project, and currently working  on a Ganondorf model to use in an animation. I want to ask the community  here for some help. I'm working on Ganondorf's hair, and can't really  figure out what would be the best way to tackle it. I've made separate  geometry for his couple of &quot;rolls&quot; on the top of his head, but as it  comes to his side burns, which as we know, are attached to his eyebrows,  and then continue down to his beard, I'm hesitant to make that a  seperate mesh, and doesn't seem like the best idea. So I wanted to ask,  what would you guys suggest? Should I use a separate mesh, use the hair  paint efx or what? I haven't worked with hair before so I'm new to this.  Any help would be much appreciated! Thanks!]]></description>
		<pubDate>Fri, 11 Jan 2013 15:01:53 +0000</pubDate>
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		<title><![CDATA[human model subd CANT!!]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1086685</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: omegaend<br>
Post Time: 01-01-2013 at 08:12 AM<br>
Text:<br>
<br>
literally i am using maya 2011 for train my human model during my free time.. once i done the basic form of human model. i try to convert it into subd mode for detailing part like lips area, finger nail...<br />
<br />
i facing a problem when i convert into subd mode.// Error: Command polyToSubdiv failed. Open Script Editor for details.<br />
<br />
i open script editor((// Warning: Nothing is selected. Select objects or components to delete. //))<br />
<br />
i wonder what is going on.. can u guys pls guide me.. tq...]]></description>
		<pubDate>Tue, 01 Jan 2013 03:12:03 +0000</pubDate>
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		<title><![CDATA[Modeling Feet]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1083814</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: autumnrainier<br>
Post Time: 12-10-2012 at 04:30 AM<br>
Text:<br>
<br>
What are some tips as to modeling realistic feet?]]></description>
		<pubDate>Sun, 09 Dec 2012 23:30:08 +0000</pubDate>
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		<title><![CDATA[Nparticles to polygon mesh help]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1079607</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: studimap<br>
Post Time: 11-12-2012 at 03:22 AM<br>
Text:<br>
<br>
ahh hello, this is my first post (though I've been lurking abit).<br />
<br />
I was trying to make a trimmed hedge via Nparticles, but once I get to the converting part, it doesn't seem to work too well. <br />
<br />
either it come out as a blob, or Maya crashes on me.<br />
<br />
any advice would be a great help!]]></description>
		<pubDate>Sun, 11 Nov 2012 22:22:02 +0000</pubDate>
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		<title><![CDATA[Fractal terrain heightmaps]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1079409</link>
		<description><![CDATA[Forum: Organic<br>
Posted By: DeadlyNightshade<br>
Post Time: 11-09-2012 at 11:06 PM<br>
Text:<br>
<br>
Hi<br />
<br />
I'm looking for a free fractal terrain editor that allows me to generate heightmaps of natural terrain. It should also be able to save the heightmaps as one 16-bit channel (greyscale).<br />
Anyone know of any?]]></description>
		<pubDate>Fri, 09 Nov 2012 18:06:56 +0000</pubDate>
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