Character Tutorial

Part 1 – Character Modeling using Nurbs Primitives and Sub-Divisions Surfaces Or How to Make a Chicken From Scratch 
by Kris Kapp

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Step 2: Creating the comb

Make a layer for the skull. Assign the skull and make the layer non-visible. Make the right side image plane visible and create a nurbs sphere. Manipulate the sphere by adding spans (or isoparms) untill you get the shape you want. Detach at the end and along the middle. Remember we are going to work on one side then mirror it.


"manipulating a nurbs sphere primitive"

Copy this sphere for the other parts of the comb. I used lattices on them to get the shapes I was after. In all, I ended up with four pieces: the three rounded top parts and a base part that I made from detaching both ends off of a sphere. I guess I could have just used a cylinder, as the end result is the same.


"four parts of the comb, all starting from spheres"

Make a loft from the ends of the front and back combs pieces. Then manipulate the CVs to make the middle piece tangent to the others. Just remember that for a CV to be tangent it has to be in a direct line with two other CV’s. I find it easier to do this by looking in the front, top, and side views. I try to just eyeball and get it as close as I can. Do this for all four the pieces edged. You can always use global stitch if you need to get the edges’ tangent. After assigning the pieces to their own layer leave the comb alone at this point and start working on the beak.


"Tangency by hand"

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