Topology research

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  01 January 2003
Hi chudofsinister

I use Maya clusters.

That is too bad that Max will not allow you to control individual points. There is not a work around for this?

HippyDrome
 
  01 January 2003
yeah there is a work around or other method, but its not called control clusters. Do you use control clusters to define morph targets or do you actually animate the clusters.
 
  01 January 2003
Hi,


I am pushing around the wt'ed individual points in the cluster.

It's allot of work but I like the results.

HippyDrome
 
  01 January 2003
Hey lunatique,
I just found out you are Lunachild on Rustboys forum. I have seen some of your posts over there. cool.
 
  02 February 2003
Sorry to bother everyone with such trival questions...

I'm not sure how this "Topology" technique is performed, but its mighty interesting!

Being new to this topic, I was wondering if someone could explain it to me.
 
  02 February 2003
boone, you might want to familiarize yourself with the concept of subd modeling and edge loops, it will make way more sense then.


i think the quintessential papers are Tamas Vargas' subdivision modeling tips

and Bay Raitt's digital sculpting techniques (pdf file) from the izware website. you can also read it in html here.
 
  02 February 2003
Re : Fango.

Ahh...I see. Thank you for your assistance.
 
  02 February 2003
In Bay's PDF previously posted here about his sculpting methods. There were a few things written in ther I wanted to ask about,

1. It says "Mirai lets you reduce the polygons on the derived surface without disrupting the relationship between the control object and the derived surface."

Can you do that with Maya? Maya has the smoothproxy tool and the Subd modelling set that lets you use a low poly object to define a smoother version. My question is, can you reduce the polys on the derived surfaces on Maya? or is that unnecessary?

2. In the section refering to lighting for modelling: How do I do that in Maya?

3. Where can I find more stuff like this.
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  02 February 2003
Here's the latest prototype topology. God this one took forever. I was trying to do prototype where it'll not only work in Maya's sub'd, but also work well in XSI or other apps. Maya handles triangles and 5-sided polys fine in sub'd, but I wasn't sure if it'll be ok in other apps, so I went ahead and made it with as many quads as I can, without making the mesh too dense for easy manipulation.

My previous version has a mistake in it around the chin area, so I changed it for this version.


Last edited by Lunatique : 02 February 2003 at 04:06 PM.
 
  02 February 2003
I had another idea....

I've been spending so much time rooting around looking at head meshes, and helping other people with theirs, that I've started to notice some really BIG trends among the people who are just starting out-- most of them seem to make the same mistakes, and I'm getting tired of repeating myself as I try to help them.

I want to make a reference page for head modeling newbs that gives examples of these common mistakes.... but I'm going to need pictures. How do I round up a bunch of pictures of malformed heads to use as examples without getting anybody peeved at me? Anybody have some ideas?

I'd try to make some examples myself, but I'm not sure I could recreate some of that stuff anymore... heh. Maybe I'll just start a thread requesting that people donate pictures of their older work... hmmm...
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  02 February 2003
I was going to say Gallerie Abominate, but those are completely unusable--as they have no semblance to a human character at all.

Why not take one of your own meshes, and then just draw different topology in Photoshop? That way, you can even use different colored lines to emphasize right and wrong practices.

I just put up a topology research page on my website. Hehe, we're thinking along the same lines.
 
  02 February 2003
Awww, and the Gallerie is down right now too..

I was thinkin more of general porportion and weirdness problems than topology specifically... and I don't have a wacom, so drawing anything in photoshop is kinda out, I'm hopeless with a mouse. I'll take a look at the stuff you put up on your website-- we can cover different things.. ought to be fun to see what we come up with! IF anybody answers my call for donations, that is.. heh.
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  02 February 2003
Gnarly, Hows this little image for being total crap

It was my first ever head, (yes I know, sad, I still have the max files for all this). In this case it was in fact done as patches, but still, there are enough problems in that one head to keep you busy for years to come. Note that the ears, while "seperate" do in fact sit flat when the face is all rounded out. I have a very high quality Tif image of this, just let me know if you want it and we can work out a way to send it too you it like 400K so will never fit in the attachment limit here

PS. Just so as to re-inforce a little street cred back, after that O' so shocking image, please look at page 3 of this thread to see my current WIP project
Attached Images
File Type: jpg cgpost_topology1.jpg (18.1 KB, 3607 views)
 
  02 February 2003
Re: Gnarly C.

Well...it looks like I should be able to help you on this one! I think I'm using a diferent package to yours though...
 
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