22 February 2003 - Day 9

Spring is in the air! It's an incredibly bright and sunny day today; hard to believe it's still only february. It's a Saturday too, so I'm full of the joys of spring. Spent most of the morning out for walks regretting only that it's still a little too chilly to be out in a pub garden. A game I ordered on the net arrived as well this morning, but I wanted to have a play with the dragon again today..

 

As much as I want to get started on the head (and yes, I remembered to print a paper reference yesterday) I want to add the final "large" feature to the body. The fins/spikes along the spine.

I've already reserved large poly quads along the neck. so I start off with detaching one segment and isolating it.

Using the smooth-reference split windows trick it's an easy session of extruding faces and pulling vertices. The entire thing has to be built from the base of one quad poly so I can easily copy and stitch it back in along the way.

The first spike is finished, so I detach it and unhide the whole body. The first thing to do is make plenty of copies and places them along the spine over the correpsonding polys.

 

This is the tedious bit.. stitching them all back in. It's an easy job, but I've made loads of them.. Move element, delete corresponding face, target-weld vertices, next... and so on.

 

Now all the spikes are set out along the spine, but kinds boring at the moment. Organic things are always more interesting when they're got a little history.. creatures in the real world always have a touch of irregularity and asymmetry to their features.

In the case of the spikes I go through each one and add various distortions. For the final model they will also be slightly crooked to either side of the spine. Distorting shapes in detail is actually kinda fun in Max - "Soft Selection" essentially turns it into putty, which is a feature Maya sorely misses still.

Finally I select the border and use the vertexplacer script to make sure all vertices are snapped back at X=0.

 

 

USEFUL TIP: to select all the vertices along a border, first select the border and then use "convert to vertices" on the QUAD menu. This really should've been on the main tools rollout as well; those who don't use the quad menu much often miss this feature.

 

   
A quick render test and I'm pretty happy with it so far. It's still untextured and I want to do a little more work on the back leg, but it's coming on fine.

 

I finally bought myself a new monitor this week.. I hadn't realised just how poor my old monitor had become. It was a great monitor (*an Eizo 17", which cost a small fortune when I first picked it up) but I've had it far far too long now. I guess you should really change your monitor every two or three years but I'd had this one aorund 7 years. It's just something you don't think about much, but I got a new one at work recently and realised I had to get a new one for home too.

Big spanky 19" black trinitron.. That's what you need. I'd been looking at TFT's for a while, but I was sorely disaapointed by the colour reproduction in even "high end" models. Sure the image is crisp, but as an artist I really need faithful colours (even my old and sick Eizo could handle that; it was just blurred).Still, a TFT is great for playing games and running a word processor..

Talking of Games .... time to install the one I bought this morning :)