Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
Re: Modelling a Kool Aid style pitcher

Re: Modelling a Kool Aid style pitcher

2003-11-26       - By steven_mcq

 Back
Reply:     1     2  

--- In Carrara@(protected), "dale97305" <mbp15@(protected)> wrote:
> Anyone know of a quick way to model a glass pitcher with a
depression at the mouth for pouring, like the one pictured on Kool
Aid
> packages? The spline modeler is great for making bottles & brandy
snifters, but can it be used to lower the tip of a notched "spout"
to
> a lower position relative to the 'rim' cross section sections?


Dale,

The spline modeler is a great lathing tool but if you want to tug
vertexes around, convert the spline model to a low resolution vertex
model and smooth it using the subdivision surface option.

There are some tricks involved.

First, use a very low fidelity setting in the spline modeler, as low
as 5 or 10 percent. By switching to wireframe view you should be
able to preview the simplification in the spline modeler. You want a
very blocky mesh that still retains the overall shape. Omit the
pouring lip for now. Name the original and duplicate.

Then convert the duplicate to a vertex model and delete all the
diagonals, giving you a low poly quad mesh of the pitcher. (This is
tedious, so put on some good music.) Name this and duplicate. (The
point of duplication is to preserve earlier versions.)

With the duplicate vertex mesh, switch on smoothing and watch the
effect of pulling a rim vertex out and down to create the pouring
lip. Name this and duplicate.

With the second duplicate, which has the pouring lip, first, name
the mesh in the vertex modeler, then create a thickness and name the
new surface, too. Create separate texture domains for the inside and
outside surfaces.

When the resulting surfaces are both smoothed, you should have a
very credible pouring pitcher. With a layer list of parametric
shaders you can shade the outside surface to give it condensation
and drip texture, and shade the whole model to give it refraction
(and fresnel effects if you have Ztools).

SMcQ


-- ---- ---- ---- ------ Yahoo! Groups Sponsor -- ---- ---- ---- ---~-->
Buy Ink Cartridges or Refill Kits for your HP, Epson, Canon or Lexmark
Printer at MyInks.com. Free s/h on orders $50 or more to the US & Canada.
http://www.c1tracking.com/l.asp?cid=5511
http://us.click.yahoo.com/mOAaAA/3exGAA/qnsNAA/_iFolB/TM
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------~->

To unsubscribe send a message to
Carrara-unsubscribe@(protected)


Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/