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3 Dimensional Chat / nurbed landscapes to polys!!!

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indi
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Location: Earth, Brisbane, Australia
Posted: 6th Dec 2006 07:50 Edited at: 6th Dec 2006 07:51
You can make awesome landscape shapes with this package.

Working with nurbs and then with a flick of the switch convert to polygons for game dev.
The nurb brushes are so awesome, also they have a symmetry tool so you could sculpt a whole face in nurbs while getting both eyes sorted at once.

Once i get a bit better ill build someone a free landscape as a test.

woot maya rocks
screen shot attached.


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dark donkey
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Posted: 6th Dec 2006 10:08 Edited at: 6th Dec 2006 10:36
looks nice indi, is that smaller image neerer the top the wireframe so thats the pollys, if it is thats pretty cool.

indi
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Posted: 6th Dec 2006 10:33
yeah the smaller one is the nurbs and the larger is what the polygon produces.

dark donkey
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Posted: 6th Dec 2006 10:37
cool, now all i need is maya (very unlickly ill be buying sumit that expsensive).

indi
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Posted: 6th Dec 2006 10:56
yeah ill be using it for tv commercials and special effects for movies once im happy with my prowess and have a decent show reel.
I found a wicked site that gears the whole package towards polygon modeling and have adjusted it accordingly.

indi
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Posted: 6th Dec 2006 12:06
and this is like 5 seconds on a nurb sphere to get a face organized.
I cant wait to get better at this program woot!

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dark donkey
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Posted: 6th Dec 2006 14:04
what are nurbs used for? just whandering

indi
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Posted: 6th Dec 2006 14:08 Edited at: 6th Dec 2006 14:09
nurbs is like modeling with mathematical lines, you get amazing control on curved surfaces.
use the wiki if you need a better explination.

The Sculpt Geometry tool is just amazing.
this is how i have gotten so far with just a few hours.


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5Louiz
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Posted: 6th Dec 2006 15:02
Nice start.
I would not use nurbs to model a head. I never managed to make something realistic with nurbs. An apple was the best could do with it.

indi
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Posted: 7th Dec 2006 01:28
thanks for the advice, however nurbs are great in my books and converting to polys for later tweaking is a godsend for organic modelling.

transient
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Posted: 8th Dec 2006 02:11 Edited at: 8th Dec 2006 02:12
You can do this sort of thing in Bryce and Hexagon, no need for Maya.

Maya's always had strong nurbs tools, but organic modelling has gone well and truly towards sub d and displacement painting.

Nothing wrong with nurbs, though. I remember reading that the troll in the first Rings movie was made with nurbs in Maya.


indi
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Posted: 8th Dec 2006 07:19
shame hexagon cant animate or i would have stuck with it.
hexagons UVmapping has a seam error as well.

bryce is ok but its hardly a professional package when it comes down to the nitty gritty, used it for years.

Maya will give me a heads up in the industry if i want to go for jobs, as well as double up for game dev and special effects for tv commercials and movies.

I still use hexagon2 sometimes but its fading fast with maya8

transient
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Posted: 9th Dec 2006 01:20
Maya and Max are your best bet for work prospects, particularly in Australia. Maya's a tough program to master, from what I've heard, good luck.

indi
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Posted: 9th Dec 2006 01:42
yeah the first few weeks were hard, but its getting a lot easier.
you can build textures like they are shaders, its an awesome package.
And I thought photoshop was big when i was a kid, its got nothing on this package.

Oddmind
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Location: Atlanta, Georgia
Posted: 9th Dec 2006 03:08
nurbs are great, but for anything above lo poly I like to go ahead and mudbox/zbrush it using different detail levels to control poly count.

indi
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Posted: 9th Dec 2006 03:27
Wow I can even limit the polys between the nurb conversion as well as texture the object from the high res version onto the low res version. best 3 grand ive spent in a while.

wildbill
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Posted: 9th Dec 2006 15:20
Don"t know much about MAYA, but you can use the NURBS tools in Tuespace to do this. Its a lot cheaper.
transient
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Posted: 11th Dec 2006 00:27 Edited at: 11th Dec 2006 00:28
You don't have nurbs painting tools in Truespace, which is what Indi was using. I think Maya was the first tool on the market that had mesh painting capabilities.

Also, you can map textures (and normal maps) from a high-poly mesh on to a low-poly one using Xnormal.

Most features of the big boys can be replicated using cheaper tools, especially for games work. It's the convenience of being able to do it in one package that you miss out on.

It's really up to the individual whether it's worth the money.

One thing Maya has that I would like is killer animation tools. Most cheaper apps can't touch them (although Truespace 7.5 is looking pretty good).

Image All
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Posted: 11th Dec 2006 08:58
Maya? Bah. Give me a keyboard with nothing but a 0 and a 1 on it and I'll show you the best display of graphics and leetness you've ever seen.

Van B
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Posted: 11th Dec 2006 13:27
Nurbs are great, I'm planning on looking into making nurbs characters then converting to poly's - Personally I like Rhino3d, and I'd urge anyone who's interested in NURBS to try the demo, it's just a very clean and straightforward modeller, it's arguably the best NURBS modeller on PC. It's not always a case of crazy polygon counts though, making a building for instance with NURBS takes seconds, draw a box, cut out the rooms, cut out the doors and windows... IMO there's no faster way to do it - your ultimately left with one object cutting holes in another, which is so damn easy to understand and learn that it can really help with all aspects of learning to model.

With the slant towards normal mapping, you have to consider the best way to impliment high detail into your model. It's really not the best idea to convert a heightmap to a normal map and expect it to look good - but using nurbs you always have a max detail version, which can be used to make a low poly version and a high poly version for converting into normal maps. The actual conversion is a complex process right now, but I imagine it's possible to make an application in DBPro to help. Like I'm imagining putting a high and low poly version in the same place, then checking collision on the high poly model with each texture coordinate. With this more detailed collision check it could generate the normal for the low poly's texture, and I think will give a much nicer look. The important thing for me though is that I understand how that can work, and how I can accomplish that myself. For too long massive detail normal maps have been a mystery to me .

''Stick that in your text and scroll it!.''

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