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Not another soccer ball post?!

Not another soccer ball post?!

2004-02-22       - By Michael Samuels

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Reply:     1     2  

the top image doesn't load but thanks for the short tutorial



****************************************************************************

Michael Samuels           " The only Limit is your imagination... "
Email     : msamuels@(protected)
Home-page : http://msamuels.bravepages.com/


TO Reply : Remove The Words NO SPAM from email address

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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
>
>
>
>
>
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>
>
>
>
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