Modeling Methods

Modeling Methods

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Modeling Methods

Post by PicassoCT »

I was all a fan of spline modelling - basically the vector approach to 3d - but it has problems. Its scales not well.
Image
PS: if you have a seriously good 3d point stack, you can see the dolphin in the woman topview

Graphit Modelling is nice,but specialises on the organic, static - not to complex model. Which admittetly most are
https://www.youtube.com/watch?v=B5BKmZJdvxU

This sounds promising:
http://www.meyumer.com/semantic_editing.html

Anyone having a betterr process ?
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VelvetClaw
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Re: Modeling Methods

Post by VelvetClaw »

Oh, I think you guys in SpringRTS lack organic models. I'm working to change that. :P
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smoth
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Re: Modeling Methods

Post by smoth »

we lack organic models because the engine lacks mesh deformation. It isn't about an inability to do organic work.
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VelvetClaw
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Re: Modeling Methods

Post by VelvetClaw »

"Lacks mesh deformation" is a lazy man's excuse. I will prove it to you soon.
gajop
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Re: Modeling Methods

Post by gajop »

Mesh deforms are really a minimum requirement for good animation of organics.
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PicassoCT
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Re: Modeling Methods

Post by PicassoCT »

And yet.. it would be completely add odds with the way of spring animates things.
Per Piece Mesh deformation would be nice and would be easier to realize in engine..
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Anarchid
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Re: Modeling Methods

Post by Anarchid »

And yet.. it would be completely add odds with the way of spring animates things.
Per Piece Mesh deformation would be nice and would be easier to realize in engine..
You are self-contradicting.
Mesh deformation where a single model contains multiple meshes is still mesh deformation.
Skinning done on a model carrying multiple skins is still skinning. In fact, assimp allows this to be imported by default.
There is nothing "at odds" and no thing is easier to implement than the other.
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smoth
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Re: Modeling Methods

Post by smoth »

VelvetClaw wrote:"Lacks mesh deformation" is a lazy man's excuse. I will prove it to you soon.
That's cute, my work speaks for it's self m8
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PicassoCT
Journeywar Developer & Mapper
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Re: Modeling Methods

Post by PicassoCT »

Anarchid wrote:
And yet.. it would be completely add odds with the way of spring animates things.
Per Piece Mesh deformation would be nice and would be easier to realize in engine..
You are self-contradicting.
Mesh deformation where a single model contains multiple meshes is still mesh deformation.
Skinning done on a model carrying multiple skins is still skinning. In fact, assimp allows this to be imported by default.
There is nothing "at odds" and no thing is easier to implement than the other.
Pure Meshdeform Animation doesent even have a skeletton- its just a morpher. Where to attach nanopositions? Weapons emitpositions? Some Vertex.

We are not talking about Skeletal Animation here i presume. We are talking about good old, Several Stations to Face mimics mesh deformation with a morpher.

https://www.youtube.com/watch?v=O9dJCT6AuCM

If a skeletton is involved for animation things are diffrent. You could use bones there- which would make things easy.
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Anarchid
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Re: Modeling Methods

Post by Anarchid »

Oh you're saying that shape keys are easier than skinning. That's an interesting viewpoint.
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