Re: Spline to vertex 2004-04-24 - By nicholas8681
Back See I'm the opposite, I find with SDS that the vertex modeler is great for organic objects. The reason being is that inorganic models tend to be more complex (think a roman pillar) while organic models a face, while seemingly complex is a lot more forgiving, because no two faces look completely alike. And I think the spline modeler is ideal for mechanical objects (ie. tables, doors, etc) lots of reasons why I think that, one of the big ones is the automatic bevel ability, the fact you can import .ai files, and just the entire principle structure of the spline modeler and how it works makes me use it for inorgranic modeling. My two cents:)
Brian brian@(protected) http://www.vizualds.com
--- In Carrara@(protected), "ccoles_avengers" <ccoles_shado@(protected)> wrote: > Hi Luis, > > There are some differences and similarites to both modelers. > > In a nutshell, the Spline modeler is based on the concept of > "extruding" with 2D type shapes drawn on a cross section being > extruded into 3D shapes. The Vertex modeler is based on "sculpting" > and manipulating vertices, edges, and faces of polymeshes, polylines, > or predetermined primitive type shapes. > > Determining which modeler to use for creating which objects can depend > upon the user's personal preferences and familiarity with a modeler's > tools, but can also depend upon the object you are trying to achieve. > Sometimes there are similar tools in both modlers such as the Lathe > tool. However, where I notice a key difference is in being able to > use what is called "shading domains" in your object, which is > exclusively a VM function. For instance, let's say you want to create > a bowl. Well, both spline and vertex modelers would work just > fine for this. However, let's say that you want different color > textures for the bottom, middle, and top of the bowl. Then you > will basically, in the end, use the vertex modeler because this allows > for shading of different areas in an object to occur by use of either > shading domains or UV mapping. Actually, you can create the bowl in > SM, but you will have to *convert* it to VM to take advantage of > these features. Or you can create the bowl in VM from the onset. > > Here is an example I did just now of a simple bowl created in SM but > converted to VM to apply different textures: > http://groups.yahoo.com/group/Carrara/files/Carrara%20Files_Images% 20%20-%20CC/Bowl_SM_to_VM.jpg > > > IMHO, choosing which modeler for creating a particular object comes > with time and familiarity with the modelers. You may be able to model > a hand, let's say, faster or more comfortably in the vertex modler, > than in the spline, however, both modelers may achieve the similar > results. > > Overall, I go by the shape and type of object. For instance, I was > working on a bee model this past week and decided to see if the VM > would suite my needs for creating the legs. Well, for what I needed > (varying, symmetrical shapes), I found that the SM was better for this > and I got pretty satisfactory results. Actually, my entire bee was > formed with the SM: only the wings were formed with the vertex > modeler, because I wanted to apply a specific texture to it. > > Wings done in VM: > http://groups.yahoo.com/group/Carrara/files/Carrara%20Files_Images% 20%20-%20CC/bee_wing_wip1.jpg > > The manual gives some good hints of what to think about when choosing > a modeler in each of the two respective modeling chapters. Also, an > exercise that might be handy for you to do is to take out your CS3 > content CD and open up some of the free models and take a look at how > each section of a particular model was formed and in which modeler > (you can simply double-click on an object and it will open up in the > modeler that was used last to manipulate it). > > I tend to find myself using the spline modeler for organic or fluid > shapes like animals, etc., and the vertex modeler for more inorganic > shapes such as books, mirrors, pencils. But then again, I created an > orange a few weeks ago in the vertex modeler, so this is not a hard > and fast rule. > > Well, hope this helped a little. > > Cheers. > > Claudia > "Selocic" > (a newbie) > > > > > > > --- In Carrara@(protected), "L&T Mederos" <ltm@(protected)> wrote: > > Greetings > > > > I am a newbie to both CS and 3D. > > > > a recent msg mentioned converting from spline to vertex modeler - -- > which > > made me wonder what is the real difference?? or when should I use > one vs. > > the other? > > > > Thx for your patience ! > > > > > > Luis Mederos > > > > > > ps: prior attempts kept bouncing; sorry if a duplicate > > > > > > [Non-text portions of this message have been removed]
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