  | | | Not another soccer ball post?! | Not another soccer ball post?! 2004-02-22 - By whkguamusa
Back Since the Amapi soccer ball movie was such a big hit you knew there had to be a sequel. Here it is:
http://ice.prohosting.com/~docgac/s_ball/vmball.htm A step by step list and a 6meg movie. I zipped the movie instead of linking directly to the avi file. Some people who tried the direct linked Amapi movie had trouble with Windows Media player trying to get to it. Just download - unzip and then play it off the hard drive. Let me know if there are any problems or questions.
One thing to keep in mind is that the ball is not the main point of all of this (even though soccer balls can be very entertaining). The focus should be on modeling geometric shapes using different methods and modelers. Lots of things to learn and transfer to other projects in doing something that seems difficult but is pretty simple in the end.
A few notes: 1. It turns out the process was just about the same as it was in Amapi with the exception of sawing off the corners of the isocahedron to from the pentagons. More than a few ways to do it, I ended up using a boolean intersection. 2. Tessellation was not needed to give the ball a nice round shape. The spherical morph tool (unlike the one in Amapi) adds the extra facets it needs 3. Naming polygons before you extrude them keeps all the new facets generated from the extrude within the same naming group. This saves a good deal of time when trying to divide up the object into shading domains later on for texturing. 4. As a general rule of thumb booleans are not the best way to build something... with exceptions. They work here because both objects are low poly, similar in face count and intersect each other cleanly. If you work through this you will notice that the boolean intersection still leaves an extra vertex on every edge that does belong there. Luckily they do not cause any real problems on the ball otherwise they would have to go (using the scissors tool)
mdc
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