August 2001

Chicken Head Setup by Kris Kapp
(Your first dance with the chicken? Get caught up with the first chicken scratch here)

When I started to setup the controls for the chicken’s head, I quickly realized that I couldn’t get the expressions I wanted the way I have the head modeled. So, I decided take the one continuous nurb surface and break it up into several nurb patches. The main difference with patches instead of a single surface is that I have more control over where the detail is concentrated.


Differences between single nurbs surface and nurbs patches.

Since I had already converted the nurbs surface into patches, I thought I would go ahead and convert the patches into polys. This way I have a poly mesh that I can use as a wrap deformer. Also, with the rising popularity of Subdivision Surfaces, I now have a base mesh to use if I want. One of the main differences between nurbs and polys is how the UVs are handled for each surface. Nurbs come with UV information “built-in” because nurbs, by definition, have a rectangular shape. With polys you create the UV information by mapping them to a rectangular area called texture space. You can see this space when you open the texture view window. Each vertex of the poly has a corresponding UV coordinate. Taking a little extra time to make a nice set of UVs will pay dividends down the road. When you paint weights or use fur on polys, you use the UV info to make maps.


Close up of patch eye detail.


The different patches of the head.

I don’t want to spend a too much time talking about patch modeling. Basically, I just projected a curve in the shape of the eyelid onto the nurb head surface. I duplicated and scaled the curve a couple times and then lofted it to form the eyelid shape. From there, I just detached parts of the head and then fitted the new pieces together using the stitch tool. I seem to have more luck with it then using Global Stitch. I am just going to create one side of the head. When converting the patches to polys I use the following settings: Under tessellation settings I pick general and quads. Next I make sure to set the Per Span # of Iso Params and the number of U and V to 1.


Settings for urbs to polys

>>>Continued

GIGnews is a publication of GIGnews.com, Inc.
"Get In the Game" is a registered trademark used with permission.

© 1
999- 2005 GIGnews.com, Inc.
Legal