#3D modeling
10-Nov-94 11:21:55
Sb: #716-#3D modeling
Fm: John Stetzer 73532,2247
To: Dwayne L. Liddell 74644,2416
>>I stated that I was surprised by the number of people who use 3DS that put
down Lightwave but have _never_ used it
Perhaps my statement was more of a gripe than I'd origionally thought.
My 'anitiChrist' reference was a bit extreme, but but I had intended
it to be an illustration of the amount of disbelief shown towards me
when I state my preference to Lightwave users. I posted that because
I did feel it was a valid counter to your above statement, and to
show that the prejudice is not limited to the 3ds side of the camp.
Perhaps it would have been less offensive and less 'touchy' sounding
if I had said (insert Homer Simpson's voice here when he was Are
these the types of productivity limitations you are refering
to?describing how low his snow plow rates were),'they look at me as
if I was suffering from brain damage' with a :^) on my face.
>>Are these the types of productivity limitations you are refering to?
No; when I had the opportunity to regularly use both, Lightwave was on an
accerated '030, and 3ds was on a 386-40; fairly closely equivelent in terms of
power to me then. I was most easily able to bring a project through from start
to completion, in almost all design phases (modelling, lighting, materials,
etc.) in 3ds than in Lightwave. I made my purchase decision some time later,
and it was based on what I was more productive with.
>>Did you model the dragon entirely in 3DS?
All save the head; I was unable to get an acceptable head (your statements
regarding 3ds and organics are quite correct :^), and used Winblob to model
half the head, and then brought it in as a dxf for final editing/tweaking.
>>I'd be interested in hearing how it was modeled (I'd guess with Fit to Shape)
Actually, no (although I did do that for my second dragon, this being the
third). I'm in the process of creating a tutorial for some people who've asked.
Basically put, I set up a path 'spine' divided into the correct # of points for
the neck, tail, and body sections, created a base body shape cross section
(containing two seperate polygons for the upper and lower body parts), switched
back and forth 'tween the shaper and the lofter, and basically scaled/shaped
the body sections based on sight. I then lofted a low path count/low shape
count object, and used thee slice.pxp to create a hierarchically linkable
skeleton, and then used the skin.axp w/the Catmull-Rom spine option (as opposed
to B-Spline option) to create the smooth skin.
>>how do you have the lighting set up in the TRBLDR.JPG file?
That was a fairly simple setup. Had a spotlight above, a attenuated
yellow-orange omni w/a 3* for the fireblast, and two attenuated peach colored
omnis w/a .4* beneath to simulate light reflected from th planet; the fire omni
tended to wash out the others. The cliff/lighting dragon was more complex; it
had 5 omnis, 5 spots, and used all lighting options including projector and
negative lights (except traced shadows). The lighting isn't perfect, but I
prefered that version to the 'perfect' one.
>>I am fairly young for this profession, only 20.
Gosh, your making me feel old :^) (27).I started 3d after a couple of years
freelance illustrating in Jan. '92, so I'm also fairly new at this myself. The
job I mentioned/described is my first in 3d; had it for about a year now.
>>Where do you feel is the best place to post them?
I'd guess in the Gfx Users Group forum (I think it's GO GUSGRA; someone correct
me if I'm wrong); they have a Lightwave section that should pick up
substantially when 4.0 is released.
John Stetzer
JWS