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Old 09-19-2005, 10:48 AM   #1
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golf ball modeling

hi all. today i saw a golf ball modeling tutorial for max while a visiting a guy's website.
I know AdamT's golfball with displacement map is great,
but i've tried to do it with modeling tools , then came up with this mini tutorial.

I haven't used extruding 'points' before this. But on this ball it became my only way to get the result.

hope it helps at least some of you


EDIT: I've changed the bottom ball figure in the tutorial image with the better one. Now it's the same as the header ball

Last edited by turx : 09-20-2005 at 09:38 PM.
 
Old 09-19-2005, 10:51 AM   #2
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Beautiful!

Thanks

Cheers
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Old 09-19-2005, 11:15 AM   #3
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------ nice one.
 
Old 09-19-2005, 11:18 AM   #4
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Was the shiny golf ball in the top left corner also made using this method ?
 
Old 09-19-2005, 11:29 AM   #5
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yes it is.
it was my first try
then made the second one for tutorial.

the first one looks better and the holes are bigger, so i rendered it for the header
 
Old 09-19-2005, 11:41 AM   #6
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Quote:
Originally Posted by turx
yes it is.
it was my first try
then made the second one for tutorial.

the first one looks better and the holes are bigger, so i rendered it for the header


Güzel!
Thanks for this mini-tut.
/ Alex
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Old 09-19-2005, 12:38 PM   #7
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very nice, glad you posted this
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Old 09-19-2005, 01:17 PM   #8
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I like it. Thanks for posting. Its always nice to learn new ways to do stuff.
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just a thought, if 3d stopped being fun and it stopped being a challenge would we still do it??
 
Old 09-20-2005, 02:55 AM   #9
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Quote:
Originally Posted by turx
yes it is.
it was my first try
then made the second one for tutorial.

the first one looks better and the holes are bigger, so i rendered it for the header
What I find most interesting is that the top shiny golf ball's dents are all surrounded by six other dents, while the golf ball in the tutorial shows also holes which are surrounded by only five other holes.

How did you achive that the top, shiny golf ball has all holes distributed evenly and all have six surrounding holes?


edited.....oh I see, you have turned the golf ball so that the holes, surrounded by only five other holes are barely visible at the edge of the image.....

Last edited by Mono Jojoy : 09-20-2005 at 02:57 AM.
 
Old 09-20-2005, 09:19 AM   #10
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Very nice, Turx. Thanks for taking the time to do the tutorial.
 
Old 09-20-2005, 12:04 PM   #11
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Quote:
Originally Posted by Badtastic
Güzel!
Thanks for this mini-tut.
/ Alex
Evet, çok güzel . Teşekür ederim.

Last edited by Mono Jojoy : 09-20-2005 at 12:07 PM.
 
Old 09-20-2005, 04:28 PM   #12
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Nice--I think the first one is superior to the tutorial version. The distribution is a bit uneven as mono suggests in the second one. The dents in teh 1st onehave a nice smooth rounded bevel to the corners, where the holes int ths econd are bit sharp.

But still excellent tutorial. I had tried to do this using booleans in the past
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Old 09-20-2005, 05:09 PM   #13
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Thanks, I just thought I'd point out that you don't have to use the convert selection tool. To convert from one selection to anoher just hold down shift and click on the relevant icon for the mode you want. Hold down ctrl for tolerant conversion as in the tutorial.
 
Old 09-20-2005, 07:21 PM   #14
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mates! Thanks very much for your comments!

Mono Jojoy and Badtastic, thanks for turkish words

JoelD, mate yes it looks better because I've tweaked the first one at every step. My aim is just to give the technic. Extrusion size, main radius and resizing the center point group(so holes) are giving the effect, and they all need an eye control while you use them.

JDP, thanks so much for your tip! It is a great shortcut!


To not giving the file would be good for you, to make you try the technic and maybe find new things while trying that. But for all lazy guys like me here is THE GOLF BALL MODEL.
Of course the first one, with my special lighting setup for my object renders

Here is render of this ball:


take care all !
 
Old 09-26-2005, 07:03 AM   #15
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This is great. Reminds me of a story. I was working on a sports project a few years ago and another guy used a technique like Adam's to create a golf ball and then let it get near camera. As I predicted (being a golfer) the client nixed using the ball because every manufacturer has its own trademarked dot-pattern. Nike vs. Titleist vs. Calloway, etc. They didn't want to get a marketing partner upset by showing a dot-pattern that wasn't their own. True story--they're that anal. After the client left I had the great pleasure of being able to say, 'I told you so' to a bunch of doubting fellow 3d'ers.

The upshot is, every dot pattern is different, so what you've created is probably not an existing ball, but a generic 'kinda ball.' Yes, they're that anal.
 
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