wings question ..


#1

quick question … i’m modeling a head… and i extruded down the neck … and now i want to delete those faces to make an opening at the bottom of the neck … how could i do that?

and in wings is there such a thing as interior faces … that i have to delete … or is the mesh already completely hollow inside…

by the way so far i like the modeling flow of the program …


#2

well, first of all, why exactly would you want a hole there in the first place? if you really need it you can 1) make sure it is not in mirror mode, and then select your faces where you want your hole to be. 2)right click and select intrude. 3)scale that down to the thickness you desire and thats it. this method will not only leave a hole for you but will make the interior hollow as well. in my opinion, it makes it harder to work with if your attaching it to other geometry,such as a body or whatever. also makes it much harder to map texture to it, although that might be fixed with the newer release. i hope i helped in some small way. i would not rush into this method yet though, read some more tuts or posts and you might find a better (easier) method then what you think is right.:slight_smile:


#3

hey … i started modeling a head again … and i down to the neck area… when i extrude it down from the head … i get what i know in maya as ( interior faces) … in wings when i try to scale down the size of the neck … it scales all the faces away from each other…

how can i fix this problem ? whats happending here… i tried deleting faces… but doesnt seem to work


#4

Use Extrude Region.

“Extrude” extrudes each face individually.

“Extrude Region” extrudes the faces as a whole.


#5

ohhhhhhhhhhhhhhhhhhh! … thx alot …

i’m really slow in the program but i like the way it works … gotta get use to no manipulators…


#6

Strictly speaking you can’t have holes in Wings, it’s a solid modeller, you could use the intrude command as icr82nz suggests but it will double your poly count. You could also assign the hole material to the faces on the end of the neck, these faces will then be deleted on export. - Baz


#7

oh ok … thx for that information … i was really wondering what was going on … i’m not one for box modeling so i’m getting use to that technique as well …

does anyone have a direct link to any timelapse videos … i’ve seen 1 or 2 from bay raitt … …

is it wings or mirai he uses… either way he is beyond amazing the way he works …


#8

anyone wanna share there hotkey layout for wings 3d … i havent found a suiteable layout yet… i like the way its layed out now … but i want hotkeys for translates and rotates and other stuff like that …

but all the other keys that are left … well jus suck :") … i got a layout now i jus changed up everything… but nothing solid yet though …

what other ways u guys come up with ?


#9

Yeah, you’ve go the right idea d0c. Hotkeys will speed things up for you a lot.

I mostly use wings on a laptop, which has arrow keys at the base of the keyboard (ie easy to reach). Left, down and right are all in a row, so I’ve mapped translate x, y, z to them left to right, and above them is the up arrow which will translate normal. I then use the same keys with command or shift for scale or rotate. This makes it very easy to remember. In fact, because they are all next to each other, you don’t even need to look at them.


#10

oh alright hey nice avatar … maybe i can do that on this keyboard here i’ll give it a try … i been in wings since i woke up this morning now its like 7pm here …

eheh …

trying to learn edgeloops and all … i was reading something today on gollums modeling technique andall … and they said they modeled his head with edge modeling and his body with vertex and edgemodeling …

i was jus wondering… edge modeling means … that u dont move any vertexs at all?


#11

Well I’m not sure about the context of what you are reading. I don’t think I’ve seen a Bay Raitt video where he only touches edges. Bay uses Mirai. Wings is the closest a lot of us will get to Mirai until izware releases 1.5 (or 2 maybe?)

When I’m sorting out my edgeloops, Im moving verts all the time to get the flow right. When I’m modelling I usually jump from faces to edges to verts back and forth all the time. My e, f, and v keys get a great workout.

One of the great things about a good edge loop set up, is you just hit that g key for your edge ring, then hit c, and you’ve got another edgeloop ready to be adjusted to describe more detail in your model.

L key feels good too, and then F3 and F4 to go from loop to loop. The whole wings workflow just feels right.


#12

I think he’s referring to this http://www.cgtalk.com/showthread.php?s=&threadid=90489


#13

Thanks Goon.

I had a quick read of the notes taken from 3D festival. Keep in mind we’re dealing with 2nd hand information as well as translation, so it can be easy to misinterpret the intent of what is being said.

d0c, I think what Axel’s notes are getting at is:

When he is talking about edge modelling, he means using edge loops as a very effective way to represent a 3D form.

When he is talking about vertex modelling, I think he means that if you have a mesh that is so dense, with millions of verts, you can just push and pull them like you can with the artisan brush in maya, or a bit like zbrush. This can be a good way to refine a form, like groving wrinkles with clay. But when you have to animate the mesh, you get all sorts of problems because you’ve got no edgeloops flowing around the form. I also think he might of meant to say that skinning doesn’t work, because there are TOO MANY verts.

The reason I interpret what is being said this way is because of what Bay Raitt is currently testing as a work flow.

He is using a edge loop mesh to represent the main form, and then for details on the body, he is using zbrush to sculpt millions of cvs on a very dense version of the model. He is then taking that data and turning using a normal/displacement map technique to work out the difference between the simple mesh and the complex mesh. You can then go ahead and rig and animate the simple mesh, but when you render it, the discplacement data will give you all the detail you require in the renders.

Hope that helps.


#14

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