#people who need people
01-Feb-95 16:07:30
Sb: #150427-#people who need people
Fm: Tim Wilson [Crestline] 76432,1122
To: MARTIN G FOSTER 70303,456
>> I'm often working from photographs, mainly because the people I'm modeling
are dead or uncooperative or both <<
I'd like to see some examples of your work, but I guess I'll have to be patient
like the rest. Brandon and I are involved in a users group for 3D artists and
animators in LA (which covers all 3D programs, not just 3DS), called the 3D ART
FORUM, and I think it might be interesting to show your work on a future
program. Something to bare in mind. Our next meeting is March 4th, and will
include Babylon 5 FX. Wavefront, Viewpoint, and other stuff. We're expecting at
least 150 people. I'll probably be posting more details soon.
Are you scanning the images and then loading them as a backdrop behind the SKIN
modeler? This is a method I think all modelers should be aware of, but for
myself I prefer to use drawings and grids. I don't think I'd be able to isolate
enough detail in the backdrop images unless I was working with an interface at
about 2048 X1536 resolution. Does 3DS allow you to work with backdrops this
size and then zoom in for more detail? I still haven't delved deeply enough
into the 3DS to know this stuff.
In addition, I tend to rework the drawings as I build the geometry, so I'd have
to keep rescanning and reloading the backdrops. Sometimes I draw out the actual
shapes of the spline patches on paper, not just the anatomy. Then the job
becomes almost like manual digitizing.
I got very frustrated using lofted or skinned objects, and then trying to
boolean them together. I found myself spending a heck of a lot more time
re-editing points with this method, than if I had simply drawn out all the
crucial geometry before hand, and build it up point by point, patch by patch.
It might seem a little counter-intuitive, and for many jobs this approach would
be much too time-consuming, but… well… there you have it.
After my experiences with Humanoid, I began to feel that it was unnatural to
force biomorphic shapes into a cubic matrix, which is essentially what you are
doing when you model a figure with cross-sections. Instead, I wanted an
approach that would allow me to create a surface by following the natural
contours of a figure. So far, for myself, I find AM's splines easiest for this.
But the same method can be used effectively with polygonal modelers, now that
there are good smooth tesselation/optimization routines in many programs. For
example, even though LW has splines, most LW users I know don't use it when
they're trying to do highly controlled modeling because its too sluggish.
Instead they often build their models with quadrilateral polys, and then
Metaform them (which is similiar to using smooth tessellation). (Oops, I said
the L-word)
Let me know if I'm rambling. I don't know how much of this stuff you care to
hear.
(BTW, Brandon did you every come up with a way to do the filleting that you
wanted with BlobScuplture or some other program? Have you tried MetaReyes?)
– Tim