  | | | Not another soccer ball post?! | Not another soccer ball post?! 2004-02-22 - By Michael Samuels
Back the top image doesn't load but thanks for the short tutorial
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Michael Samuels " The only Limit is your imagination... " Email : msamuels@(protected) Home-page : http://msamuels.bravepages.com/
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-- -- Original Message -- -- From: "whkguamusa" <guamauto@(protected)> To: <Carrara@(protected)> Sent: Sunday, February 22, 2004 10:43 PM Subject: [Carrara] Not another soccer ball post?!
> 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 > > > > > > To unsubscribe send a message to > Carrara-unsubscribe@(protected) > > > > > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------ -- --- > Yahoo! Groups Links > > a.. To visit your group on the web, go to: > http://groups.yahoo.com/group/Carrara/ > > b.. To unsubscribe from this group, send an email to: > Carrara-unsubscribe@(protected) > > c.. Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service. > > >
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