What I like about splines is that you can see the shape, you see the flow (splines ARE the edge loops) and all before you even put one poly down.
The splines dont cover up the background reference, I can easily tweak the spline cage and repatch faster then rebuilding or tweaking a lot of points.
Even though you can make an ear using a number of mtehods, thhis is quick nad produces clean results. I was able to layout the ear in a minute or two and then patch it. In the end the splines were quick because they require much less data. With point by point EVERY point must be hand crafted and adjusted as you go. With splines most of that is done for you. Manipulating a small amount of data is faster then manipulationg a large amount of data. 
10 Minute Ear
one thing about splines is i seem to have to go afterwards and clean up all the points where âmerge pointsâ dont catchâem,you know to attach all the polys together
with extend you dont have to cause the polys are connected to begin with so the mesh is solid from the first extend
or am i doing somthing wrong?
One thing that I canât seem to get my hear around is sometimes I select three or four splines and hit <ctrl>f and the polys fill in like you would expect. But sometimes I just get the âcurves arenât crossing in the right directionâ or some such thing. Iâll figure it I spose but if someone wants to chime in ⌠there doesnât seem to be much in the online help, unless Iâm missing something.
Originally posted by modernhorse
One thing that I canât seem to get my hear around is sometimes I select three or four splines and hit <ctrl>f and the polys fill in like you would expect. But sometimes I just get the âcurves arenât crossing in the right directionâ or some such thing. Iâll figure it I spose but if someone wants to chime in ⌠there doesnât seem to be much in the online help, unless Iâm missing something.
This usually happens when the splines arenât attached and you need to weld some points, or when there is no logic to the order of splines you selected.
Actually I dont see it much from selecting splines out of order.
Its mostly that the splines arent welded somewhere around the patch where they intersect or you are selecting the wrong spline or splines. Check and make sure that when you have 4 splines selected that its really 4 splines.
Click on a point shared by two splines. It should indicate that its one point not two. If you see that two are indicated, weld them.
Also when you patch, parallel and perpendicular are detemined by the LAST spline selected.
Originally posted by Remi
Iâm going to have to agree with CIM on this oneâŚmaking one ear and modifying it is much easier and less time consuming but I do like this methodâŚI will have to try it out some time.![]()
I think that is fine as long as you take a few minutes to make the ear unqiue⌠not everybody has the same lobes âŚ
Originally posted by CIM
[B]Looks like an interesting way to get an ear.Anyway, ppl. should just model one good ear and paste it on all new head models, tweak, and be finished.
[/B]
Why would anyone be compelled to do it any other way?
Same goes without saying for much in the way of body parts and more that you create.
That is unless you really like to reinvent the wheel.:eek:
Originally posted by Chewey
[B]Why would anyone be compelled to do it any other way?
Same goes without saying for much in the way of body parts and more that you create.That is unless you really like to reinvent the wheel.:eek: [/B]
Heck why not just by a stock model :rolleyes: just kididng
Originally posted by modernhorse
[B]⌠that took one hour. Anyhow, here it is. Using poly to poly method.
Not bad, esp for 10 minutes. Are you using reference? Reference is good. Remember to smooth shift the polys in each of those zones (particularly the 2nd and 3rd zone). Most of my 10 minutes was tweaking the little details. 
Originally posted by Chewey
[B]Why would anyone be compelled to do it any other way?
Same goes without saying for much in the way of body parts and more that you create.That is unless you really like to reinvent the wheel.:eek: [/B]
Most of the time thats true. One reason I may model something from scratch is so I dont forget the technique or just for the fun of messing with variations of a technique.
In production I did a lot of frankensteining. 
Sometimes its easier to start from scratch or nearly from scratch.
On some objects Ill delete out a section of polys and then reconstruct it using splines made from the existing points. This is a really nice thing about splines in LW is that you can do that. 
Originally posted by wgreenlee1
[B]one thing about splines is i seem to have to go afterwards and clean up all the points where âmerge pointsâ dont catchâem,you know to attach all the polys together
with extend you dont have to cause the polys are connected to begin with so the mesh is solid from the first extendor am i doing somthing wrong? [/B]
so is there any shortcut to welding those points like i asked earlier?anyone?
Originally posted by SplineGod
In production I did a lot of frankensteining.
LOL thatâs a great term 
I do a lot of frankensteining myself - why sit and remake things if you have one that works well already 
I must admit that Iâve never really got my head around spline modelling though :surprised
Usually I create splines by selecting two points creating a spline, adding points, and then giving it a better shape. That way they are already welded.
If I donât, and I make a new spline out of scratch (for instance if I use the bizier tool), I right a way make sure it is welded well.
As for a short cut⌠you can always do it manually since a good spline cage shouldnât be too detailed, or you can hit m to merge points and give it a fixed distance. :shrug:
Personaly I donât find that a problem.
cool technique larryâŚ
iâm bound and determined to master splinesâŚonce i have some time:)
Hello everyone:
I am acutally the student in Larryâs class that started this whole ear mess. I have been struggling with the âboxâ method section of the courseware (no fault of Larryâs
I am just a thick headed canuck!). I have tried ears, heads and torsos all via the box method and am not happy with my results thus far. I just canât seem to manage all the points and polys left over when you cut and create more geometry. With splines the flow is all created cleanly and it is easy to detail after the cage is patched. I donât know if modelling techniques can be subjective, but splines just work for my mindset.
Anyway wgreenlee1 if I am understanding your question correctly forming spline cages that work with the merge option works in much the same way as you describe with extender. Rather than merging points together, select existing points on existing splines when you go to create a new spline. Using Larryâs techniques I have never had the merge problem you describe. I have had to create entire heads all over again ( I had a slight problem with proportions) because he is a task master
but the spline techniques all work.
If I am misunderstanding your question then sorry in advance. I will just hide behind my student disguise.
Thanks,
Originally posted by bigbackcomics
[B]Hello everyone:I am acutally the student in Larryâs class that started this whole ear mess. I have been struggling with the âboxâ method section of the courseware (no fault of Larryâs
I am just a thick headed canuck!). I have tried ears, heads and torsos all via the box method and am not happy with my results thus far. I just canât seem to manage all the points and polys left over when you cut and create more geometry. With splines the flow is all created cleanly and it is easy to detail after the cage is patched. I donât know if modelling techniques can be subjective, but splines just work for my mindset.
Anyway wgreenlee1 if I am understanding your question correctly forming spline cages that work with the merge option works in much the same way as you describe with extender. Rather than merging points together, select existing points on existing splines when you go to create a new spline. Using Larryâs techniques I have never had the merge problem you describe. I have had to create entire heads all over again ( I had a slight problem with proportions) because he is a task master
but the spline techniques all work.
If I am misunderstanding your question then sorry in advance. I will just hide behind my student disguise.
Thanks, [/B]
no thats ok,thank you for the helpâŚ
no i know how to make the spline patches its just when u introduce a new patch and then you have to line up say twenty points from one patch with twenty from another you have to manually weld them because they dont always line up rightâŚ
im thinkinâ it might be because the knots arent evenly spaced or somethingâŚ
oh well,thanks again bigbackcomics,iâll keep at it i guessâŚ![]()
Originally posted by wgreenlee1
no thats ok,thank you for the helpâŚ
no i know how to make the spline patches its just when u introduce a new patch and then you have to line up say twenty points from one patch with twenty from another you have to manually weld them because they dont always line up rightâŚ
im thinkinâ it might be because the knots arent evenly spaced or somethingâŚ
oh well,thanks again bigbackcomics,iâll keep at it i guessâŚ![]()
If you make sure your spline patches dont have âTâ intersections ie. a spline terminates in the the middle of the adjoining patch you can simply patth with something like 2x2 polys in every patch and the vertices will always match up. You dont have to worry about the number of points in each spline so long as the shape it is correct. Typically vertices dont match up if you are putting a different number of polys in each patch.
Originally posted by Leigh
[B]LOL thatâs a great termI do a lot of frankensteining myself - why sit and remake things if you have one that works well already
I must admit that Iâve never really got my head around spline modelling though [/B]
Hey Leigh! 
You dont want to wrap your head around splines, you want to wrap splines around your head. 
Actually splines can assist in the franensteining process, sometimes I find it easier to delete a group of polys, add splines in the hole and repatch. Its an easy way to make repairs, additions or modifications. 
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