Real 3D vs. AM
01-May-95 23:02:05
Sb: #167658-Real 3D vs. AM
Fm: M. G. BATCHELOR 71532,1214
To: Mike Kelley 71302,73
<< Are you saying that you don't think that modeler is as good as Real 3D for
character construction? >>
There is no comparision really. One (AM) is like constructing a wall
brick-by-brick, and the other is like marking off the footprint, and erecting
pre-fab sections. Well, that's a lousy example <g>, but I think you get my
point. Also, the quality of the spline surface and exported geometry in AM does
not compare favorably. One (AM) has a very few tools, and the other is a
toolbox full.
<< Right at the moment I'm having great success using Deform/Fit by visualizing
the side and front views (and the cross sections). Is this what you mean by
object contour? The only thing I DON'T like about D/F is that it's hard to
make changes in an object without going back and redoing the views, relofting,
etc. Plus the cross section positioning (and limitation of same number of
vertices) is not nearly as easy as it could be. >>
Actually, Deform/Fit is a great tool. But there are some limitations. The 2
profile curves are indeed contour lines as seen from an orthogonal point of
view, but must be closed loops. There are also other limitations or obstacles
using Deform/Fit. But, the YG did a super job in designing these polygonal
tools, which DO allow you to work with splines at some level, although
triangles are the result. With a freeform modeler, there are fewer
restrictions. I really don't think it's right to take up this forum's bandwidth
more on this subject, because I explain these things AT LENGTH in the doc's I
uploaded. BTW, a detailed head is best accomplished in 3DS by constructing a
number of profiles as seen perpendicular to the eyepoint, then rotating the
subject (or eyepoint) a few degrees, and construct the implied contours from
that perspective. Then use a SOR path, and place the CS's where they belong
around the circular/elliptical path. Most people just think of using only one
profile with a SOR. With good "vision" in identifying the contour lines and
good construction, you can achieve an almost perfect head right out of the
lofter, with minimum vertex-level tweaking necessary in the Editor.
<< Can you bottom line this for me? Will Real 3D "change my life?" Would you
suspect, on the basis of knowing I can D/F with relative ease, that I will be
happy with R3D? >>
Yes, it will change your life…..it'll make it even more complicated because
it's new and a different animal <g>. That's why I'm writing the book for them.
But if you like the concept of Deform Fit, then you're a candidate to *begin
learning* freeform modeling with splines. In short, a lot of your problems
mentioned such as vertex level editing polygonal meshes do lead towards
justifying freeform spline modeling…..along with a host of other reasons. But
you need to be even more adept at visualizing, planning and executing a model's
construction using a freeform spline system, than with a more restricted
polygonal system. For example, using NURBS vs a uniform B-Spline system, with
all else equal, doesn't mean a thing unless you *know how* to use the
additional control over the surface nuances & quality….and that takes
learning & practice a step beyond uniform B-Spline surface construction.
Regards,
BILL