Inspired 3D: Character Modeling Tutorial (continued from page 6)

[Figures 26 & 27] The surfaces were detached (left) to create a network. The final surfaces (right) were created from the patch network.

[Figures 28 & 29] The surfaces (left) were cleaned up. The final body model (right) for Dino.

Surface Settings
Because we have used surfaces that align on all sides, and have all of the isoparms that align, the surface to polygon conversion is very straightforward. You should, however, make all the surfaces single-sided, and make sure all of the surfaces are facing the right direction.

Low-Resolution Polygon Settings
There are two ways to control polygon conversion for creating polygon models from NURBS surfaces. One is to modify the settings in the Convert NURBS to Polygon option box. Start with General settings and select the Per Span # of Isoparams in 3D option. For a low-resolution model, the best setting would be one polygon per span. A mesh this low can be used for a wrap deformer as well.

Another way to control the resolution of a low polygon mesh created from a NURBS model is to copy all of the surfaces into another group, then rebuild all of the new surfaces to a lower resolution. Once this new lower resolution model is created, the same NURBS to Polygon settings described above can be used to create an even lower resolution mesh.

Sometimes NURBS models are used to create low-resolution “proxy” models that are later turned into subdivision models. The process to create a detailed character using this process for subdivision modeling is described in Chapter 13. These settings could also be used to create a low-resolution model for animation and to create a wrap deformer.

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