13 February 2003 - Day 5

 

It's been a fairly busy week this week and I've not really had a chance to work on the image in my spare time. Not only that, but I lost the ricoholmes.com domain! When I first registered the domain I was living in Sweden with a Swedish "Telia" email address, and I'd forgotten to give my new contact details. To cut a long story short; I didn't realize it was due for renewal and they couldn't get in contact with me because my contact details were no longer valid.

The upshot of this? If you've tried to either visit the site, or email me in the last few days, it's been off-line as an unrecognised domain. I've now paid for a few years in advance so that should never occur again.

I've also just returned from a few days in London attending the Nvidia developers meeting and can still hardly contain my excitement of things to come.. The days of realtime Raytracing are so close to hand now.

Anyway- back to the Dragon!

 

I've been itching to get on and continue working on this guy so it's a treat to start working on the claws. As I mentioned previously I tend to work on these parts separately from the main body as they're areas of focal attention with a lot of detail.

Scene management is so important- render times really don't matter in the long-run but you do need to be able to model in realtime. Working with a slow interface becomes tedious and that's the last thing you need.

I start with a very basic cylinder and kill the caps. Merging the points at one end and leaving the other open to join to the main "foot"

I always model organic shapes with a proxy (Low Resolution) version and have another clone which displays this proxy in smooth high resolution.

This is only slightly different to working with a subdivision model. The end results are identical, but the interface is much easier to work with if things aren't overlapping.

For this I split the screen and clone the original to a reference object. The new reference object then has a Meshsmooth modifier applied to it. I then move the smooth object far away and focus on that in the second window.

The second window then shows the end result (tip: you don't need to see the wireframe on the reference if you use split screen)

Maya users can do exactly the same procedure using Dirk Blaillucks excellent ConnectPolyShape mel script.

At this very early part of the modeling I always use ONLY quad polygons to ensure smooth and predictable results in the final result.

If I need to add resolution I always select the relevant loop of Edges and connect them. Then it's just a case of maneuvering vertices to form the shape.

Now I have the basic shape of the claw I clone it (copy) and create faces between the two after combining them. Again, always ensure that you are only using four-sided faces; it's hard to go wrong then.

Once I'm happy with the connection between the claws I do the same on the other side. It may seem a trivial thing to point out- but the connection between these claw is the same as for fingers on a hand and by far the trickiest part of the model..

Take time to get this right and it all becomes fun again. If you don't get it right at this stage it will come back to haunt you!

A few more tweaks later I clone and combine three claws at the front and one behind. I stitch the front 3 together.

Finally I extrude the rear edge of the front 3 claws back and join them with the rear claw. I split the new surface and model the shape using the same techniques as always, using the whole foot as the basis for a referenced clone..

Time to leave it alone for a while and look at it with fresh eyes tomorrow. It's taken about an hour and a half so far and probably another half hour to write this page.