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	<title>CGTalk - Hard Body</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>
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		<title><![CDATA[Vertexes becoming non planar]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106716</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: IRAFK<br>
Post Time: 05-11-2013 at 09:23 PM<br>
Text:<br>
<br>
I'm sure the same applies for other poly modeling applications but I'm using Maya. Lets have a go at a simple scenario and then look at my slightly more complicated mesh that needs attention. <img src="images/smilies/wink.gif" border="0" alt="" title="" class="inlineimg" /> <br />
<br />
Ok, you have a surface comprised of ...16 faces and 25 verts, just a plane. When the surface is created it's planar with all it's parts existing on the same plane, in harmony. Yay! <img src="images/smilies/scream.gif" border="0" alt="" title="" class="inlineimg" />  You rotate the surface on all 3 axes, blah blah still planar, awesome  <img src="images/smilies/smash.gif" border="0" alt="" title="" class="inlineimg" /> <a href="http://s263.photobucket.com/user/jusjoesh/media/surface_zpsf50197e9.jpg.html" target="_blank"><img src="http://i263.photobucket.com/albums/ii127/jusjoesh/surface_zpsf50197e9.jpg" border="0" alt="" /></a><br />
Now, here comes the issue. (Oh no!) <img src="images/smilies/arteest.gif" border="0" alt="" title="" class="inlineimg" /> Several of the verts on the surface have somehow managed to stray from their planar neighbors and are now making a surface defective, not flat.(by no fault of your own, ofc) <img src="images/smilies/banghead.gif" border="0" alt="" title="" class="inlineimg" /> <br />
<a href="http://s263.photobucket.com/user/jusjoesh/media/broken_surface_zps87b99af1.jpg.html" target="_blank"><img src="http://i263.photobucket.com/albums/ii127/jusjoesh/broken_surface_zps87b99af1.jpg" border="0" alt="" /></a><br />
<br />
Whats the best way to fix this?  <img src="images/smilies/lightbulb.gif" border="0" alt="" title="" class="inlineimg" /> <br />
The only thing I've come up with is deleting all the affected surfaces, use a fill, and then shunt over the edges with the split tool. But that may not always be a solution like in my case.<br />
<br />
<a href="http://s263.photobucket.com/user/jusjoesh/media/redneedstobeplanarwithgreen_zps58790c22.jpg.html" target="_blank"><img src="http://i263.photobucket.com/albums/ii127/jusjoesh/redneedstobeplanarwithgreen_zps58790c22.jpg" border="0" alt="" /></a><br />
I don't have four border edges that are viable for using as a reference.<br />
<a href="http://s263.photobucket.com/user/jusjoesh/media/zoomout_zps66d04449.jpg.html" target="_blank"><img src="http://i263.photobucket.com/albums/ii127/jusjoesh/zoomout_zps66d04449.jpg" border="0" alt="" /></a><br />
I've tried using the scale tool, selecting the faces that need to be leveled accordingly and using the good face (green) as the reference,( Set To Face/Edge/Point) but that makes the (red) surfaces move a lot more than what is tolerable, because it causes bigger issues. I run into this problem a lot.<br />
Any insight on how to avoid this, or fix it would be extremely helpful! <br />
<br />
Thanks!]]></description>
		<pubDate>Sat, 11 May 2013 16:23:58 +0000</pubDate>
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		<title><![CDATA[How do you dismiss unwanted support edges?]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1102861</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: Darth-Biomech<br>
Post Time: 04-13-2013 at 09:39 PM<br>
Text:<br>
<br>
What do you do when you need to cut many non-rounded holes in object? They need supporting loops, and that supporting loops need to go somewhere... This is not a problem on a flat surface (I can create as many n-gons as I want as long as they are convex, ha), but what if you need that kind of mesh on curvy surface? For instance, I'm now struggling with this piece of starship: it has many holes on it's bottom, and it must connect smoothly with spaceship's side. Any sort of advice would be really helpful.]]></description>
		<pubDate>Sat, 13 Apr 2013 16:39:50 +0000</pubDate>
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		<title><![CDATA[Help about complex modeling geometry]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1101869</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: megamanx<br>
Post Time: 04-07-2013 at 02:41 PM<br>
Text:<br>
<br>
Hello all! Is there a tutorial that teaches us to model professionally as this helicopter. The amount of detail is absurd. It requires a special technique to do this.<br />
I wonder how it's done this type of complex modeling. Theres some tutorial?<br />
<br />
<a href="http://imageshack.us/photo/my-images/145/im24.jpg/" target="_blank"><img src="http://img145.imageshack.us/img145/4535/im24.jpg" border="0" alt="" /></a>]]></description>
		<pubDate>Sun, 07 Apr 2013 09:41:10 +0000</pubDate>
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		<title><![CDATA[Tutorials about the general approach to model Vehicles (Maya)]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1099195</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: RuhigBrauner<br>
Post Time: 03-20-2013 at 04:17 PM<br>
Text:<br>
<br>
Hey,<br />
<br />
first of all, i am the new here and english is not my mother tongue, so please be kind to me. <img src="images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" /><br />
In the context of an application-test I want to design and model some vehicles with Maya (since i have free access to it).<br />
<br />
I understand the basic tools of maya but when it comes to bigger projects like detailed vehicles I have n clue where to start.<br />
<br />
For example, i dont know how to model very precise, make bending shapes with crisp edges and  all of thise while only using quads. (So i can import my models into Mudbox,...) Also how do i approach such projects, start with simple shapes and then splitting them? <br />
<br />
Do you know some good tutorials, optimally free, which teaches those kinds of stuff? I watched a basic tutorial for maya but they must have thought, the buyer is working with a PC for his first time. (I waited for the instruction for how to close the window^^) <br />
<br />
Thx for your help <img src="images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" />]]></description>
		<pubDate>Wed, 20 Mar 2013 11:17:08 +0000</pubDate>
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		<title><![CDATA[Please help me model this...Rhino 5]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1098004</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: tgreenfield19<br>
Post Time: 03-13-2013 at 09:56 AM<br>
Text:<br>
<br>
Hello,<br />
<br />
I'm new here, and could really do with some help modelling some geometry.  It's an architecture project, and I am trying to work it up from a sketch and finding it really difficult.  I use rhino 5 and vray for rendering.  <a href="http://imageshack.us/photo/my-images/849/photo9yy.jpg/" target="_blank"><img src="http://img849.imageshack.us/img849/6952/photo9yy.jpg" border="0" alt="" /></a><br />
<br />
THANKS!  Tom]]></description>
		<pubDate>Wed, 13 Mar 2013 04:56:56 +0000</pubDate>
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		<title><![CDATA[normals on cylinder with irregular face arrangement]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1096244</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: ManOnToilet<br>
Post Time: 03-01-2013 at 02:43 PM<br>
Text:<br>
<br>
Hello all,<br />
<br />
my first post here....with a normal issue while polymodeling.<br />
<br />
I extruded a cylindrical shape out of the corner of a cube and ran into irregular distrubution of faces like this:<br />
<br />
<img src="http://img594.imageshack.us/img594/886/normalsmulti.jpg" border="0" alt="" /><br />
<br />
I could replace it with a regular poly cylinder, but this would be too easy. I want to learn &amp; understand....  <img src="images/smilies/lightbulb.gif" border="0" alt="" title="" class="inlineimg" /> <br />
<br />
Obviously the problem here is caused by the normal directions.<br />
After remodeling that cylindrical shape with a standard cylinder (got the same look again) my question is this:<br />
<br />
How to shade such a piece of geometry softly?<br />
<br />
<br />
<br />
Thanks in advance.....]]></description>
		<pubDate>Fri, 01 Mar 2013 09:43:07 +0000</pubDate>
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		<title><![CDATA[Lattice Modifier Efficiency]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1095395</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: sturmadler<br>
Post Time: 02-24-2013 at 06:01 PM<br>
Text:<br>
<br>
Doing work for an indie game project with a small team.   The design calls for a number of low-poly hard-surface models with lattice-like structures (realistic spacecraft).<br />
<br />
It is very tempting to use the lattice tool for this work, although the meshes it generates result in very tedious cleanup (the vertex count can be reduced by half and the poly count by as much as one-third).<br />
<br />
Tell me someone else out there has encountered this problem and developed a script to solve it.]]></description>
		<pubDate>Sun, 24 Feb 2013 13:01:02 +0000</pubDate>
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		<title><![CDATA[Hard surface modeling for animation]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1095140</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: Pmiller<br>
Post Time: 02-22-2013 at 07:23 PM<br>
Text:<br>
<br>
Hey everyone, after searching this place for a while, I wasnt able to find any answers to my question so I decided to ask you. <br />
<br />
I'm modeling a bow and arrow, I'm modeling the arrow, and arrow head right now, and my technique for modeling the hard surfaces/edges, and creases is to simply drag the edges closer to another. <br />
<br />
Here is my question. Is the way I am supposed to be modeling these hard surfaces? Is this the way I'm supposed to be modeling hard surfaces, especially if i'm going to attempt to animate the object later? <br />
<br />
Thank you ahead of time for your help <img src="images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" />]]></description>
		<pubDate>Fri, 22 Feb 2013 14:23:40 +0000</pubDate>
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		<title><![CDATA[Selecting Vertices Help]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1094777</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: matt319<br>
Post Time: 02-20-2013 at 07:20 PM<br>
Text:<br>
<br>
Im working in Maya 2011 and when I select a vertices on one of the objects it selects the other vertices on the duplicated object as well. How do I fix this problem I just want to select one at a time.]]></description>
		<pubDate>Wed, 20 Feb 2013 14:20:15 +0000</pubDate>
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		<title><![CDATA[Freeze transformations in Maya HELP!]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1094775</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: matt319<br>
Post Time: 02-20-2013 at 07:11 PM<br>
Text:<br>
<br>
Hi get this warning when I freeze transformation on a duplicated object in maya 2011 how do I fix this? please HELP!<br />
<br />
Warning: Cannot freeze below transform curve8 due to multiply-instanced child curveShape3<br />
<br />
Thanks,<br />
Matt]]></description>
		<pubDate>Wed, 20 Feb 2013 14:11:44 +0000</pubDate>
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		<title><![CDATA[Help with a project, Thanks]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1091589</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: Basen<br>
Post Time: 01-31-2013 at 04:18 PM<br>
Text:<br>
<br>
Greetings everyone,<br />
<br />
I was hoping that someone could share some insight on how to model something like this: <br />
  <br />
<br />
Any help would be great!<br />
Cheers]]></description>
		<pubDate>Thu, 31 Jan 2013 11:18:40 +0000</pubDate>
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		<title><![CDATA[Poly-reduction of architecture]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1088355</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: TheSent<br>
Post Time: 01-11-2013 at 06:56 PM<br>
Text:<br>
<br>
Hi,<br />
<br />
Does anyone have any suggested tools or workflows for reducing architecture scenes from 400 000 polys in 20 000 objects to about 30 000 polys.<br />
<br />
<br />
Projection unfortunately does not work, partly due to the massive amount of objects.<br />
<br />
Ideal would be some type of retopologizing and texture baking - but naturally any ideas would be appreciated - I would expect that the same need must have been out there before - searching however has not given any relevant results.]]></description>
		<pubDate>Fri, 11 Jan 2013 13:56:33 +0000</pubDate>
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		<title><![CDATA[Setting up simple vehicle AI in Unity]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1085760</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: JamesArndt<br>
Post Time: 12-22-2012 at 01:00 PM<br>
Text:<br>
<br>
Latest tutorial upload for all of you Unity folks. This is a video that will help you get simple AI going in your racing or traffic games. The video includes a 1.4MB download of the entire Unity project seen in this tutorial (look in the video description).<br />
<br />
<a href="http://www.youtube.com/watch?v=VbBY_jezoDI&amp;list=UU8wwKKr-GpntrUnFpN15kVw&amp;index=1" target="_blank">http://www.youtube.com/watch?v=VbBY...pN15kVw&amp;index=1</a>]]></description>
		<pubDate>Sat, 22 Dec 2012 08:00:49 +0000</pubDate>
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		<title><![CDATA[Radial symmetry/instance in maya]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1085129</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: KaltatheNobleMind<br>
Post Time: 12-18-2012 at 08:22 AM<br>
Text:<br>
<br>
i am trying to recreate the Bionicle Voya Nui logo , the grated muzzle ring with a glass dome  in the upper right corner of this image.<br />
<br />
<a href="http://grated muzzle ring with a glass dome" target="_blank">http://1.bp.blogspot.com/-EBYch8iojQ0/UEKM5ekZvCI/AAAAAAAAAbs/346STLT_8nQ/s1600/Christian+Faber+Files_Piraka+logo.jpg</a><br />
<br />
 i can make main parts out of primitives,squashed cylinder for the base and a clipped sphere for the dome , but i am having trouble with getting the holes from the grating in round base. <br />
<br />
to get the holes all over the base i set both the sphere and the cylinder 's radial subdevides to 32 (multiplying by 6). then i take out a 3-segment wide slice and cut the holes out with a boollean difference with cylinders ect. basically get clean holes with good edge flow. then i do a mirror and weld to make it a repeatable mesh and basically repeat the process until i remake the ring.<br />
<br />
 but i think i messed up with the welding and such because the edges between the base and dome dont line up<br />
<br />
you see the mirror and weld didnt actually work for me. for some reason instead of placing the mirrored duplicate right next to the orignal it sent it off like several distance units to the side so i always had to pull it back in and weld it manually. but they never aligned right so with each mirror and weld the segments were squeezed and made the edges skew.<br />
<br />
<img src="http://i24.photobucket.com/albums/c40/kalta/suvalinemissalign_zps1bc9f871.png" border="0" alt="" /><br />
<br />
so i was hoping if there was an easier way to make segments like this line up automatically. i know in zbrush they have a radial symmetry setting for the brush so maybe maya has something similar.  kind of like this :<br />
<br />
<img src="http://i24.photobucket.com/albums/c40/kalta/radial-extrude-graph_zpsa2c8bdb7.png" border="0" alt="" /><br />
<br />
either that or any other technique that would work as well or better. i know i can just go into zbrush and drill the hole grating in with the aforementioned radial symmetry brush but i never get stuff like that aligned right and i like the crispness polygon modeling gives t these sorts of hard surface. <br />
<br />
i will be thankful for any help and advice but if possible can i have tutorials?  will be very greatfull.]]></description>
		<pubDate>Tue, 18 Dec 2012 03:22:02 +0000</pubDate>
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		<title><![CDATA[Simple Orientation Question Maya]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1079728</link>
		<description><![CDATA[Forum: Hard Body<br>
Posted By: Reed5point0<br>
Post Time: 11-12-2012 at 03:48 PM<br>
Text:<br>
<br>
Morning guys, here is my obligatory &quot;I'm not really a modeler&quot; excuse. But I promise this will be an easy question.<br />
<br />
I have seen a tool in Maya, that let me select a face of an object and then select a vert, edge, or face and it would snap and orient the object onto the other. For the life of me I forgot the name of said tool.<br />
<br />
Here is a current screen grab of my issue to maybe make more since. The red arrow I added is even a rough interpretation of the display curve it gives you when using the too. <img src="images/smilies/surprised.gif" border="0" alt="" title="" class="inlineimg" /><br />
<br />
<img src="http://i.imgur.com/YWRb2.png" border="0" alt="" /><br />
<br />
Basically trying to snap these bumpers on this roulette tables inclined surface and want to do it with ease and consistency.]]></description>
		<pubDate>Mon, 12 Nov 2012 10:48:33 +0000</pubDate>
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