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Control loops andd tension with in SDS
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These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
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Control loops andd tension with in SDS // Work in Progress
Post by uriahjw // Mar 31, 2007, 4:01am
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uriahjw
Total Posts: 4
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Hi Uriah here,
I was wondering if anyone could elaborate on the terms " control loop" and " tension" when is pertains to SDS modeling. I think i have a vague Idea but I want ot be sure when I go to try it. Maybe I have done it already and don't realize it. the reason I ask is because I asked a memeber how he gets the cab of the car to looks so real and how he cuts it out of the model. the replay was they do not "hollow out the car" instead they peel away faces that will be used for the car model. Now this is where the tension and control loop comes in. Tweeking the secitons so they are just right. I believe in the past TS programs the control loops were the control bars that came up when a single point on the model was selected ( ie the cv point) and then you can move or distort the model in this fashion, but then I thought that was only in the nurbs modeling. can anyone show me or know of an example I may look at to help me with this modeling technique?
Thanks Uriah |
Post by Jack Edwards // Mar 31, 2007, 7:33am
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Jack Edwards
Total Posts: 4062
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Hi Uriah,
Not sure this is the right place in the forum for this kind of post, maybe Norm can move it for you?
You question is sort of like: "how do I learn to model?" It is a very broad kind of question and very much depend on the software you are using.
The traditional box modeling approach is probably not the most flexible approach to modeling vehicles. Instead I would use an edge modeling technique as used by Kate over here:
http://forums1.caligari.com/truespace/showthread.php?t=1309
TS doesn't really have built in tools designed for doing edge modeling but you can fake it by creating a cube then delete the extra faces then use the add edges tool to create extra rows and pull out the new edge to where you need.
Here's an example:
5082
You may also want to check out products by these guys:
http://www.digitaltutors.com/digital_tutors/index.php
Their Photorealistic Car Modeling Tutorial for Maya is pretty much exactly what you want to do.
One word of advice, don't try and model reality. Model only what you need to create the image detail you need. If something isn't going to be visible or reflecting, then don't add it. Art is different than physical simulation or CAD. For example if you're not going to be opening the hood, why model the engine?
-Jack. |
Post by uriahjw // Mar 31, 2007, 9:06am
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uriahjw
Total Posts: 4
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Hi J_edwards,
thanks for replying, in fact I did have it in another forum area but there was no replies there so I thought I would post it here and see if anyone would apply. the example you gave is not quite what I was asking about. I am familiar with what you are doing there, but the person I was speaking to made it sound like there was a more involved step. They were talking about making the Hard edges like inside the door panels and such. Here is an example of what I thougt they were talking about. I hope this helps. let me know if there may be a better way of going about this. Thanks all
Uriah |
Post by Jack Edwards // Mar 31, 2007, 9:29am
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Jack Edwards
Total Posts: 4062
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Ok I'm still not exactly sure what your asking, but there are two ways to create creases.
1.) normals (implemented in TS as faceting, smooth, auto faceting)
2.) adding extra edges around an edge you want to stay sharp when SDS.
Depending on your version of TS there may be a way to edit the sharpness of the SDS control cage.
A couple of other (workaround) methods:
1.) used a lot with nurbs, would be to break the object up into multiple parts.
2.) Interpenetrating geometry. While I'm not a fan of interpenetrating geometry the seam where the two polygons cross will always be (unnaturally) sharp.
Hope that helps!
-Jack. |
Post by Jack Edwards // Mar 31, 2007, 10:47am
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Jack Edwards
Total Posts: 4062
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Some good info here and they have an active forum:
http://www.subdivisionmodeling.com/wiki/tiki-index.php
Also here's some good advice on adding detail to a SDS mesh:
http://chrisevans3d.com/tutorials/adv_subd.htm
-Jack. |
Post by uriahjw // Mar 31, 2007, 4:48pm
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uriahjw
Total Posts: 4
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Hey thanks Jack,
Well The person I was getting the advice from is Kheang Chrun, he was one of the one man show modelers and I was asking him how he hollowed out the car cab to make it look so real. he told me that he models the car to a semi rough stage then use the "Separate" tool to separate the panels of the car that he wants to use. The use of the "control loops" and "tension" as he put it was to control the sharpness of the pieces that is going to become the car. I hope that cleared it up somewhat. I have asked Mr Chrun if he would like to link in TS7 so that I can see hands on what it would look like when he does it. I don't know how busy the man is so I don't know if that will actually happen. but I like the links that you sent and I will be studying them over my next couple days off. Thanks again for your help.
Uriahjw |
Post by Vizu // Mar 31, 2007, 9:36pm
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Vizu
Total Posts: 628
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Hello uriahjw
I think you have to take a look on the "POLYTOOLS"
http://ckgamefactory.hp.infoseek.co.jp/tsxe/polytool.html
This is a optional PlInn for Truespace and it is sheap.
This let you have more control ober the Polygonmodeling.
(Edge extrude, select loop / split loop etc.)
Have you seen my car modelings ?
http://www.wire-frame.de/trash/a610.jpg
http://www.wire-frame.de/trash/a63.jpg
Long time ago i try to start a tutorial for it but it was never finished ;)
http://www.wire-frame.de/Tutorials/tut.pdf
The screenshots made of a simple car mesh but will maybe show what i mean.
when this is what you looking for.
My english is a bit poor but i try to help. |
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