However, common tasks such as joining appendages to torsos will be handled quite elegantly. As with any tool that offers such a treat, users will need to be cautious and realize it cannot do the impossible. Another treat is that you can use T-Junctions to join dissimilar portions of a model together seamlessly. It means your mesh can contain varied levels of resolution yet still be continuous. This is in many ways something modelers have been dreaming of for years. These are spots in the model where a point touches three faces but is only considered a point by two of those faces. T-Splines also introduces its own new flavor of geometry called T-Junctions. This tool functioned as expected each time I added additional points, with no surprises. This is done by first selecting a series of edges and then clicking the insert point button. One of the first things likely to catch your attention is how T-Splines offers the ability to insert a point without creating unnecessary, unwanted geometry. There are many different aspects to the overall plug-in. This confusion aside, once you get going, the process rolls smoothly. This is not entirely intuitive, as T-Splines is presented as a separate modeling method when really it is a modifier on top of an existing model. If you go for the direct T-Splines method, you can change options through your NURBS settings. Users can choose to create T-Splines model primitives or convert existing geometry to T-Splines models. If you've done any NURBS modeling in Maya, you'll be able to pick up T-Splines quickly, most likely with just a few clicks on the shelf. Once installed, you'll find a T-Splines menu and a shelf containing just about everything you'll need to access when creating T-Splines models. This would be much more gracefully handled within the installer. After installing the plug-in, you've got to manually create a shelf and T-Splines menu in Maya. Getting T-Splines set up takes a bit of grunt work, but nothing an average user can't handle. As with most first-generation software, one or two elements will surely benefit from the improvements in future updates. This may all seem like magic, but truth is, the plug-in works as promised. The rest of Maya's workflow remains the same, including mapping, rigging and animation. NURBS models can be more than halved when converted to a T-Splines model. One of the main benefits is increased render speeds. In addition to the speed gained by using T-Splines, users may convert to and from NURBS models without any loss of detail, as well as convert reasonably well to polygons. T-Splines models are seamless, meaning that portions of a low-resolution model can be high detail, with no gaps in between. Taking the wish lists of many modelers into account, T-Splines LLC (yep, they like their product so much they named the company after it) has created a method of modeling with the precision of NURBS while adding much more speed and freedom. T-Splines is a new modeling plug-in for that allows users to go beyond basic NURBS modeling.
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