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View Full Version : Modeling a human... and a question


DoomsdayRenderer
8th April 2007, 05:19 PM
I'm trying to find out if I can model a human with AC3D. This far it's going as expected, but now I checked how to change from virtual mirror to really mirrored model for rendering. I did Mirror and Optimize Surfaces, but then the joining doesn't look too good. What else should I do? Vertexes in the 0 X-coord are really 0, I moved them there in the beginning.

Uh, rendering is done with DAZ Studio.

Dennis
8th April 2007, 09:26 PM
The modeling here looks very good.

To ensure you get a seamless join, make sure you perform an "Optimize vertices" (I notice you mentioned "Optimize surfaces" - make sure you hit the vertices as well).

If you have done this and still get a seam, check the AC3D manual for the topic "Snap together by distance". As the description reads:

"If Object->Optimize Vertices does not remove duplicate vertices then it means that the vertices are in very slightly different positions. The solution is to select the vertices along the join and Vertex->Snap Together by Distance. The Object->Optimize Vertices will remove the duplicate vertices and allow the surface to appear smooth."

HTH

DoomsdayRenderer
9th April 2007, 05:22 AM
Thanks, Dennis, I'll try that, when I'll get next round of modeling done. (Eww, face needs to be done, I'll need to find out how to micromanage my selections...)

little_penguin
9th April 2007, 02:21 PM
Another solution:
Move the object near one of the axes, so that all vertices, which should be connections to the mirror of the object, lie on that axis
(for example: u choose the Z-axis -> the Z-coordinates should be 0 then)
Then use the function: Object / Mirror / Z-axis
In this case AC3D should remove all unnecesary vertices automatically
(because 2 vertices are in the same position)

DoomsdayRenderer
9th April 2007, 03:42 PM
Thanks, guys, for advice, but I was the fool... I had extra unseen geometry, which caused the artifacts. Now it's cleaned.

I have rudimentary face now.

Next step is improve hand and feet. Then to polishing...

(All modeling so far with AC3D, but the render was done with DAZ Studio.)

DoomsdayRenderer
10th April 2007, 02:07 PM
Improvements to hands, feet, here and there...

Next should be anatomical proportions checks and then to fine detailing. Endless job...

Btw, AC3D has a very fine tool set, but this Divide Loop plugin is a great addition to it!

(Maybe I should prepare some clothing, so I would not need this censoring black... :D )

DRAKELOT
10th April 2007, 06:54 PM
Xcellent work and modeling

DoomsdayRenderer
11th April 2007, 03:38 PM
Quite a lot of minor improvements, lots of geometry improved or redone... Ok, it's still progressing very slowly.

I got a bit silly and made some Booleans to, hm, cover strategic areas... :grin:

This time rendering is done in AC3D itself.

Ah, more thanks to Dennis, Move Toward Or Away script is VERY useful... And of course to Andy & co for fine modeling program!

frimi
11th April 2007, 04:10 PM
That looks very good. Respect !

DoomsdayRenderer
12th April 2007, 03:39 AM
Thanks for comments, guys!

Whee, I'm learning every day a LOT of neat new tricks about AC3D. Reading the manual really pays off! Also many of those plugin and scripts really make tedious tasks easier.

I must now concentrate to finding out bigger mistakes, because when I finally begin detailing the small stuff, big changes will cause havoc and break meshes.

I try to keep the mesh without committing subdivision as long as possible... The eyes will be REALLY difficult after committed subdivision, the mesh is so dense there.

These are great WIPs here, it's so inspiring to see them improve and progress!