NVil Forum
General Category => NVILL Discussion => Topic started by: johnnybevo on March 23, 2013, 12:39:28 am
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This is not really a project. I decided the best way to learn NVIL would be to just start modeling.
I like the tweak mode a whole lot. Like being able to split the screen and have two different view modes to see how the model is looking.
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Good start (I cannot really comment, as I am no good trying to model heads).
One thing, in poly_selection mode, select all the polygons and use the "Visual tools-> Smooth groups" to create just one smooth group for the head. It should remove the hard edges that can be seen.
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Good start (I cannot really comment, as I am no good trying to model heads).
One thing, in poly_selection mode, select all the polygons and use the "Visual tools-> Smooth groups" to create just one smooth group for the head. It should remove the hard edges that can be seen.
Thanks for the tip about smoothing. I have never used smoothing groups before.
This is the situation I was hoping for. start modeling something and get into a situation where I have to find the right tool to accomplish the task at hand. This is the way I learn and understand the application I am using.
It also should give me valuable insight to make suggestions for further development.
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There is another way for smoothing without using smooth group. In edge mode, select all edges, then 'Geometry > Soften'.
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I have never used smoothing groups before.
There is also options for hard/soft edges (default in "Visual tools-> Hard/soften")
To view hard_edges, "View-> Object shading-> Show hard edge color"
You can change hard_edge color in "Edit-> Preference" -> "Colors-> Edge colors-> Hard Edge"
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Jolly good show, but I'd get rid of the 6-edged star on the cheek. Might cause some problems later on.
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good job, johnnybevo
Only if it is man (not Orc) then you need a little to change a ears. It is you may to do in future, in sculptris/3dcoat etc, probably.
p.s. it is opinion of a beginner :)
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I love all this feedback. I am going to open up NVIL and try all the suggestions.
Thanks
I will post an update and ask questions at I go along.
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I added a little more geometry and started redirect some edge flow.
I tried the soften as suggested, it works fine, also added a smooth group to the whole head, that helps also. I will tweak a little more and work on the ears.
One option that i use in Blender that i miss in NVIL is smooth vertex it works really well.
Nvil has the relax function, but I don't think it works as well as smooth vertex in Blender.
I dont think I will add much more geometry, because I am going to export this out to Sculptris or 3d coat. To see how well the geometry imports. Then I will bring it back into NVIL to test out/learn how well retopo works.
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One option that i use in Blender that i miss in NVIL is smooth vertex it works really well.
Nvil has the relax function, but I don't think it works as well as smooth vertex in Blender.
Which option in NVIL?
I had a quick look, using vertex relax (vertex_selection mode -> "H+LMB") gives similar results.
I dont think I will add much more geometry, because I am going to export this out to Sculptris or 3d coat.
There is an app link to 3dcoat in NVIL. First make sure the link in enabled (File-> 3D-Coat Applink -> Applink enabled".). You can then use the top dropdown menu, or the menu in the File-> 3D-Coat Applink)
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" using vertex relax (vertex_selection mode -> "H+LMB") gives similar results."
I will check that out right now.
Thanks Steve.
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"H+LMB"
Wow, love it that work very well.
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I dont think I will add much more geometry, because I am going to export this out to Sculptris or 3d coat. To see how well the geometry imports. Then I will bring it back into NVIL to test out/learn how well retopo works.
If you will be to use 3dcoat then look at the Auto Retopology - http://www.youtube.com/watch?v=vEnwxnNMPk4 (http://www.youtube.com/watch?v=vEnwxnNMPk4)
I think that it is good work with organic.
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I dont think I will add much more geometry, because I am going to export this out to Sculptris or 3d coat. To see how well the geometry imports. Then I will bring it back into NVIL to test out/learn how well retopo works.
If you will be to use 3dcoat then look at the Auto Retopology - http://www.youtube.com/watch?v=vEnwxnNMPk4 (http://www.youtube.com/watch?v=vEnwxnNMPk4)
I think that it is good work with organic.
Yes retopo in 3d coat is great. On a character model I would not use Autoretopo so that I can direct the edge flow the way it needs to be, but that can be done in 3d coat also.
Right now though I will retopo in NVIL so that I can learn more about the tools and work flow.
I have done a little more work on this model and discovered normal move and a couple of sticky keys. I still have to work on the ears some more.
I like Blender but, NVIL is making it hard to do any modeling in Blender, because even with limited knowledge of NVIL my modeling work flow is getting faster and easier.
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Just thought I would say I am enjoying the Nvil community. No one here seems to be a jerk, like another forum of another software I use.
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I did a test import into Sculptris and did one level of subdivide.
Sculpted on it about ten minutes or so.
I will work on the original mesh and then export again, then back into Nvil to see how it goes.
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Nice to see, that you're learning your way through Nvil. When you going to redo the topoly for this guy, you could take a look at some references for edge loops. There's quite a lot, some topologies are called XT, others CT and so on. I am telling you this, because you have poles in areas that may lead to ugly deformations when animated or subdivided. Most of the topologies have in common, that a loop goes from forehead around the eyes and above the nose, and another loop circles around the mouth also going over the nose bone. You'll see it if you look at the references.
I am no expert on characters, because my work mainly concerned environment art. That's why I also searched for references when trying out the retopo tool in NVil. If you search the web for edge loops, you'll easily see what reference I was using.
(http://s7.directupload.net/images/140220/temp/s5hyvynm.jpg) (http://www.directupload.net/file/d/3539/s5hyvynm_jpg.htm)
I am not quite happy with some poles in the mouth area. The sculpting was done in sculptris.
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Nice to see, that you're learning your way through Nvil. When you going to redo the topoly for this guy, you could take a look at some references for edge loops. There's quite a lot, some topologies are called XT, others CT and so on. I am telling you this, because you have poles in areas that may lead to ugly deformations when animated or subdivided. Most of the topologies have in common, that a loop goes from forehead around the eyes and above the nose, and another loop circles around the mouth also going over the nose bone. You'll see it if you look at the references.
I am no expert on characters, because my work mainly concerned environment art. That's why I also searched for references when trying out the retopo tool in NVil. If you search the web for edge loops, you'll easily see what reference I was using.
(http://i.imagebanana.com/img/vktd1pdg/thumb/head_retopo_loops.jpg) (http://www.imagebanana.com/view/vktd1pdg/head_retopo_loops.jpg)
I am not quite happy with some poles in the mouth area. The sculpting was done in sculptris.
thanks for the reference and information.
This head model was for testing and learning NVIL.
Also I thought I would try to see if I could model a head from a sphere and then change the edge flow as I went along. I usually model all the loops and then fill in the rest. From time to time I plan to experiment with the sphere method, because it was very quick for creating a base mesh head and good practice for redirecting edge flow. I think after I refine the sphere method it will be a very fast way to model a character. I still need to simplify the work flow and use correct topology.
Here are a couple of good links for topology.
http://lightwiki.com/forum/modeler/39-subdivisionmodeling-com-the-pole?limit=10&start=30
http://gregory.kramida.home.comcast.net/~gregory.kramida/AlgoTutorials/TopologyGuide/AnimationTopology.html