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	<title>CGTalk - Modeling</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[how to turn a sphere into equivalent triangles]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1112190</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: AaronBeh<br>
Post Time: 06-18-2013 at 02:50 AM<br>
Text:<br>
<br>
hihi, any know how to turn a sphere into equivalent triangles in maya?<br />
<br />
like this &gt;&gt; <img src="http://img585.imageshack.us/img585/7410/j5ud.jpg" border="0" alt="" /> <br />
<br />
thx~ <img src="images/smilies/notworthy.gif" border="0" alt="" title="" class="inlineimg" />]]></description>
		<pubDate>Mon, 17 Jun 2013 21:50:25 +0000</pubDate>
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		<title><![CDATA[quick questions about retopology and pipeline -Zbrush or Max]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1112159</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: mayamaxdan<br>
Post Time: 06-17-2013 at 09:47 PM<br>
Text:<br>
<br>
So basically I am creating an angel with her clothing blowing in the wind. This peice will only be used for turntable purposes only and still images. I want to show the wireframe in my demo reel to. This will not be animated.<br />
 <br />
 I finished the high poly sculpt in Z brush and now I would like to know the process on retopologizing .<br />
 <br />
 This is what I think I should do:<br />
 <br /><ul><li>reduce the poly count in zbrush first using the QRemesher,</li><li>export into max</li><li>retopo using the retopo tools</li><li>unwrap</li><li>texture ( subsurface scattering )</li><li>add hair using Hairfarm</li><li>light</li><li>render</li><li>post production</li></ul><br />
 Or should I just do all my retopologizing in zbrush and generate the maps (displacement, normal, specular) then send over to max for texturing ?<br />
 <br />
 I would appreciate any help. Thank you.]]></description>
		<pubDate>Mon, 17 Jun 2013 16:47:46 +0000</pubDate>
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		<title><![CDATA[critiqs for Modeling Figure for Animation]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111843</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: HansSome<br>
Post Time: 06-15-2013 at 02:06 PM<br>
Text:<br>
<br>
Hi,<br />
   I would like to know, If where is any Arena on my Mesh is Horrible for skinning/rigging.<br />
           Also, I do wounder, if I had a finished UV map and I may want to change the Geometry, that is the easy way to fix the UV.<br />
           <br />
           ( Vertex with 3 Edges) = Pol<br />
           ( vertexes with more than 4 Edges) = Stars<br />
           <br />
           Greatings Hanssome<br />
  <br />
  Link to bigger images: <br />
<a href="http://blogger.haenshuebener.de/wp-content/uploads/2013/06/body.jpg" target="_blank">http://blogger.haenshuebener.de/wp-...013/06/body.jpg</a><br />
 <a href="http://blogger.haenshuebener.de/wp-content/uploads/2013/06/head.jpg" target="_blank">http://blogger.haenshuebener.de/wp-...013/06/head.jpg</a><br />
  <br />
         <img src="http://blogger.haenshuebener.de/wp-content/uploads/2013/06/body.jpg" border="0" alt="" /><img src="http://blogger.haenshuebener.de/wp-content/uploads/2013/06/head.jpg" border="0" alt="" />]]></description>
		<pubDate>Sat, 15 Jun 2013 09:06:37 +0000</pubDate>
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		<title><![CDATA[3D Art Test]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111542</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: jameshodgart<br>
Post Time: 06-13-2013 at 05:20 PM<br>
Text:<br>
<br>
Hi everyone,<br />
<br />
I was just offered my first art test and I'm a bit unsure as to what's expected. The company has asked me to model with SubD's that will have smoothing operations applied at render time.<br />
<br />
I've only ever modelled using the polygon/smooth workflow. Is this perhaps what they mean? Or would they like everything to be modelled with SubDs.<br />
<br />
The only reason I am confused as on my various travels throughout the interwebnet world I've seen tutorials talking about subdivision surfaces whist using the polygon/turbosmooth or polygon/smooth workflow.<br />
<br />
Thanks all,<br />
<br />
James <img src="images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" /><br />
<br />
[EDIT] Ive moved this in to the main forum. How do I delete this thread?]]></description>
		<pubDate>Thu, 13 Jun 2013 12:20:29 +0000</pubDate>
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		<title><![CDATA[i need beginners advice]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111414</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: adecoy95<br>
Post Time: 06-12-2013 at 07:33 PM<br>
Text:<br>
<br>
i am really new to 3d modeling in general, (as well as 2d sketching stuff), just new in general, and i have been trying to model a sorta smooth cartoony face in maya for a while now, but i keep getting hung up in the beginning details, i have been using various tutorials and such, mainly the box modeling technique, but i am having a really hard time understanding some of the basic facial feature stuff they are talking about, like adding a line for the nose and moving the vertices properly and such to aline for the cheek around the side.<br />
<br />
im rambling a bit it seems, basically, i am worried i do not have the basic fundamentals when it comes to understanding anatomy and such, i have a pretty good idea how to use the modeling tools in maya, but i lack any real artistic focus or talent it seems, and was hoping someone might be able to point me in the right direction to get a good grasp of exactly what i am doing in the concept area.<br />
<br />
let me know if this is making any sense or not]]></description>
		<pubDate>Wed, 12 Jun 2013 14:33:31 +0000</pubDate>
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		<title><![CDATA[Free C4D model for download]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111270</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: jameshcoppens<br>
Post Time: 06-11-2013 at 08:39 PM<br>
Text:<br>
<br>
Hey Everyone, <br />
I hope you like this week's free model for download.  <br />
<br />
<a href="http://www.jimmycoppens.com/index.php/download-menu/70-free-matchbook-camera-model" target="_blank">http://www.jimmycoppens.com/index.p...ok-camera-model</a><br />
<br />
Thanks!]]></description>
		<pubDate>Tue, 11 Jun 2013 15:39:02 +0000</pubDate>
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		<title><![CDATA[Non-Cloth Clothing]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111095</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: SuperSparkplug<br>
Post Time: 06-10-2013 at 06:33 PM<br>
Text:<br>
<br>
Hi, I was wondering, what is the best method for creating non-cloth  clothing for a character. I've done it somewhat before, but the results  end up being slightly awkward as I made if from extruding it from the  main body. Is there a better way to go about this? Should there be  another mesh over the main model? How would I shape it exactly? Also, is  there a way to make a piece of clothing partially cloth or just  affected by gravity in certain areas?<br />
 <br />
 Sorry, I know these are a lot of questions, but I'm trying to learn as  much as I can right now and I'm really in the dark on stuff like this.]]></description>
		<pubDate>Mon, 10 Jun 2013 13:33:07 +0000</pubDate>
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		<title><![CDATA[high poly modelling workflow]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110941</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: zavos<br>
Post Time: 06-09-2013 at 08:34 PM<br>
Text:<br>
<br>
hi everyone! fist topic here and i ha ve a very big question/problem..<br />
<br />
im modelling a r101 &quot;deplhinus&quot; from ace combat 3 and im finish the modelling part, i just need to model the wheels and it's &quot;doors&quot; and it's finish.<br />
<br />
but i have a problem..how i texture it... <b>IF </b>i wont it high poly and the same time low poly for game mod?<br />
<br />
if i wont to make a good rendering scene whit the palne in high model, im forced to make editable the NURBS and uv map all the little face <b>or</b> i can in some ways uvmapping  the low poly one whit all the loops, for if i need use it for a game?<br />
<br />
to sum up what are the best way to uv map a high poly model?<br />
<br />
<a href="http://imageshack.us/photo/my-images/838/22719365.jpg/" target="_blank">http://imageshack.us/photo/my-images/838/22719365.jpg/</a><br />
<br />
<a href="http://imageshack.us/photo/my-images/706/27455534.jpg/" target="_blank">http://imageshack.us/photo/my-images/706/27455534.jpg/</a><br />
<br />
<a href="http://imageshack.us/photo/my-images/29/23442031.jpg/" target="_blank">http://imageshack.us/photo/my-images/29/23442031.jpg/</a><br />
<br />
<img src="http://imageshack.us/a/img826/2530/95001720.jpg" border="0" alt="" />]]></description>
		<pubDate>Sun, 09 Jun 2013 15:34:57 +0000</pubDate>
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		<title><![CDATA[Modeling X's on a sphere. 3dsMAx]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110508</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: Polyshaper<br>
Post Time: 06-06-2013 at 03:42 PM<br>
Text:<br>
<br>
Hey people.<br />
<br />
So currently I have been faced with a really tricky task. I'm on the verge of giving up but thought i'd hear you guys out first. <br />
<br />
I'm making a sphere shaped Object consisting of X shaped objects. So basically a sphere made up of X's. Now my approach has so far been to make an X and a Sphere and put a surface deform on the X to mak it curve along the surface of the sphere. Then copy the X around to make the sphere shape. <br />
<br />
I want the X's to connect neatly corner to corner. The real problem is that the X's are rectangular (and they are supposed to be rectangular, it's important for the design). And i can't seem to get that to work withoit getting the X's distorted in one way or another.<br />
<br />
So to sum up. &quot;Is it even <b>possible</b> to create a sphere out of rectangular x's without distortion and warping, either throug modeling or texturing???&quot;<br />
<br />
In advance thanks!]]></description>
		<pubDate>Thu, 06 Jun 2013 10:42:16 +0000</pubDate>
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		<title><![CDATA[Modeling holes for a speaker]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110380</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: epacheco<br>
Post Time: 06-05-2013 at 05:37 PM<br>
Text:<br>
<br>
Hi everyone,<br />
   I'm trying to come up with a way to model the holes for the &quot;Pill&quot; speaker by Dr. Dre.<br />
   I was wondering  if someone could point me in the right direction on how to tackle this.<br />
   Here's a link to the speaker itself: <a href="http://www.beatsbydre.com/speakers/beats-pill/beats-pill,default,pd.html" target="_blank">http://www.beatsbydre.com/speakers/...default,pd.html</a><br />
 I've tried different ways <br />
 1. Using Zbrush's Noise Maker <br />
 2. Modeling a plane with the holes in it and trying to wrap it on the &quot;pill&quot; shape<br />
 3. Booleans<br />
  Thanks!<br />
  Esteban<br />
 PS I posted this same question on the Zbrush forum and got a couple of tips on how to do it. But the final geo ends up being messy and too dense...]]></description>
		<pubDate>Wed, 05 Jun 2013 12:37:35 +0000</pubDate>
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		<title><![CDATA[Architectural Detail (Baroque, Rococo, Floral Repeats etc)]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110369</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: jameshodgart<br>
Post Time: 06-05-2013 at 03:46 PM<br>
Text:<br>
<br>
Hi All!<br />
<br />
I was wondering if anyone had any advice on how best to model complex floral details common in baroque and rococo architecture?<br />
<br />
Danny Rodriguez (an artist on the GOW series) has incredible examples of high poly work. I would love to attempt this but I have no idea where to start.<br />
<br />
Thanks <img src="images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" /><br />
<br />
James<br />
<br />
<br />
Danny's Website,<br />
<br />
<a href="http://www.danrod3d.com/gears-of-war_fountain/" target="_blank">http://www.danrod3d.com/gears-of-war_fountain/</a><br />
<br />
Examples:<br />
<br />
<a href="http://s26.photobucket.com/user/Aur0n/media/14275687_zps7d1c532e.jpg.html" target="_blank"><img src="http://i26.photobucket.com/albums/c122/Aur0n/14275687_zps7d1c532e.jpg" border="0" alt="" /></a><br />
<br />
<a href="http://s26.photobucket.com/user/Aur0n/media/floral2_zps431f665b.jpg.html" target="_blank"><img src="http://i26.photobucket.com/albums/c122/Aur0n/floral2_zps431f665b.jpg" border="0" alt="" /></a>]]></description>
		<pubDate>Wed, 05 Jun 2013 10:46:14 +0000</pubDate>
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		<title><![CDATA[Proboolean script]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110324</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: baycy<br>
Post Time: 06-05-2013 at 08:14 AM<br>
Text:<br>
<br>
hi guys.<br />
Two poly object using MAXScript proboolean in trying to build a space.<br />
When I work with the standard primitives objects. Single poly does not work.<br />
standard example:<br />
 <br />
sdome = sphere name: &quot;imprinted&quot; radius: 10 segments: 60 position [0,0,0]<br />
<br />
i = sphere name: &quot;moon1&quot; radius: 10 segments: 60 position [0,5,10]<br />
<br />
i2 = sphere name: &quot;MOON2&quot; radius: 10 segments: 60 position [-9,8,10]<br />
<br />
ProBoolean.createBooleanObjects sdome # (i2, i) 2 0 0<br />
<br />
ProBoolean.SetImprint true sdome<br />
How do I use the poly object.<br />
<br />
I'd appreciate if you help me in this matter.]]></description>
		<pubDate>Wed, 05 Jun 2013 03:14:57 +0000</pubDate>
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		<title><![CDATA[where to find 3d modeling contest]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1109779</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: sherkhannabi<br>
Post Time: 06-02-2013 at 09:58 AM<br>
Text:<br>
<br>
i know about 3d squirrel <i>competition in every month</i> on a different theme and also there is a cgtantra.<br />
 so my question is  is there any other website?]]></description>
		<pubDate>Sun, 02 Jun 2013 04:58:15 +0000</pubDate>
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		<title><![CDATA[Animal Fur - 3DS Max or ZBrush]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1109545</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: nuttbusta<br>
Post Time: 05-31-2013 at 12:50 AM<br>
Text:<br>
<br>
Hello,<br />
<br />
I am about to start a stylized cartoony character of a cat.<br />
<br />
The two software tools I have to use are Zbrush 4r5 and 3ds max 2013.<br />
<br />
Can anyone offer any suggestions as to which package would be best to do fur?<br />
<br />
Also does fibermesh in zbrush export well to 3ds max for rendering purposes?<br />
<br />
Any tips from fur gurus would be appreciated.<br />
<br />
Cheers.<br />
<br />
Nuttbusta.]]></description>
		<pubDate>Thu, 30 May 2013 19:50:30 +0000</pubDate>
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		<title><![CDATA[Low Poly Modeling]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1109539</link>
		<description><![CDATA[Forum: Modeling<br>
Posted By: MissOptimist<br>
Post Time: 05-30-2013 at 11:20 PM<br>
Text:<br>
<br>
To all professional games 3d character modelers out there, do you guys add details to the ears when modeling the base mesh? Or do you keep it simple and just add the ear details in ZBrush or mudbox?]]></description>
		<pubDate>Thu, 30 May 2013 18:20:08 +0000</pubDate>
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