#Modelling Help
15-Aug-95 11:59:42
Sb: #184058-#Modelling Help
Fm: John K. Jordan 71174,711
To: Chase Dahl 76133,2474
Chase,
>>modeling on a shoestring…
As well-mentioned, you can model some amazing things using the deform/fit
method. You might also try a shareware program called GIFDXF, which deforms a
mesh by using the brightness values in a bitmap GIF file. This is
approximately the same effect you can get with the (much more powerful) Yost
Displace IPAS. Although GIFDXF is more suited for building things like terrain
than organisms, it is possible to paint a face, for example, turn it into a
mesh, then manually splice it to a head.
BTW, don't discount modelling by editing on the face/vertex level. Believe it
or not, many expert modelers spend a lot of time dragging vertices around. All
the low-res People For People models, as well as Tom Knight's excellent
high-res human (and other) models were done manually.
You can start with a basic primitives such as a sphere or cylinder (or a rough
Deform/Fit loft) and modify it on the object, face, edge, and vertex level.
Set up user-views to work in where appropriate. Use Modify/Vertex/Weld
(drag&drop) to collapse unwanted faces. I like to use Modify/Edge/Divide and
Modify/Edge/Turn to add and adjust faces where more complexity is needed.
(Very powerful but often overlooked functions) You can also use Create/Vertex
and Create/Face/Build to add faces where needed. Experiment with operations
like Bend, Taper and Scale on selection sets of vertices.
Don't be afraid of booleans – they can be used to provide a good starting point
for manual editing.
Render a lot from different angles as you work. You might also try a small
free IPAS that Gus Grubba wrote called View (I think). It will let you swing a
mesh object around in 3D in wireframe or with shading – makes it easier to
evaluate the true shape of a surface. The Yost Optimize and Displace IPAS
routines are good for this (much better, in fact).
Another modeling tip – assign the most commonly used functions like
Select/Vertex/Quad and Modify/Vertex/Move to function keys. This will improve
productivity tremendously.
Also, at the risk of blasphemy, some "organic modelers" around here use other,
cheaper, 3D packages primarily to supplement the 3DS modeler. There also have
been freeware DOS and Windows metaballs modelers available here which you can
use to make very organic meshes to bring into 3DS.
One last thought – be very careful! You are flirting with the Rendered Side of
the Force. I too started this as a hobby but it eventually consumed my entire
sense of self and now it is all I do.
JKJ