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Modeling a Face From a Pre-Stitched NURBS Patch Structure Using Free 3D Software

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Uploaded by on Jun 14, 2010

Download minimalist-stitched-head.smls file: http://seamless3d.com/pre-stitched
Narration:
With the releases of Seamless3d 2.164 anyone can jump straight into creating faces by downloading pre stitched patch structures.
Please understand this version has had a lot of work put unto it to make it very simple to use and has had only a few hours to test the new features actually work for this video. A number of features such as the radial tug wont yet work for stitched patches but if you only use the features I show in this video, hopefully the wheels wont fall off so bear this in mind when experimenting and of course frequently back up your work.

Click on the link below (http://seamless3d.com/pre-stitched ) to download the minimalist-stitched-head.smls file.

I have made the head structure look like this simple spherical shape on purpose so that all the art work is left to the artist to fill out. It will be like beginning with a blank sheet of paper.
You don't have to keep starting with a blank sheet of paper each time you make a new face though as you can make copies of your previous work to create endless variations.

To change the shape all you have to do is select one of blue patch nodes in the scene tree, if one is not already selected and drag any of the cyan control points like this.
When modeling in 3d you should frequently change your viewing angle by right dragging on the 3d window.
Most of the time it is easiest to drag the control points in non wireframe mode but when a control point is hidden by the triangles, toggle into wireframe mode by clicking this button or press the space bar.
Considering all the different styles of smileys that exist you should be able to make all sorts of different faces from a pre stitched structure like this, all you need is artistic skill which comes from plenty of practice.
To change the pattern of the lips or eyebrows, click on any one of the part nodes in the scene tree and select a triangle on the surface by holding down the alt key while you click on the surface.
Before dragging a vertex you want to zoom in a good amount using the mouse wheel.
When you see this happen just click this button to set the view position around the selected vertex. This button also works for a selected control point.

Any vertex can be dragged along the surface of a nurbs patch but it can not be dragged from one patch to another. Never drag a vertex too far at one time and never overlap a vertex into another triangle or this will cause a non smooth surface. Each time after you release the mouse button the JoinVertex node will join all the vertices that are close to each, which we want for keeping a smooth continuous surface between the patches but joining vertices together within a patch this way is something to avoid as this does not remove any triangles, it only hides them and this again results in a non smooth surface and may cause other problems. If you accidently join a vertex this way immediately drag it out of the joining range, never leave it joined!

To change the color of a vertex, open the palette by clicking this button. To get the color from the selected vertex press R. To set the color of the selected vertex press C. To prevent yourself from accidently dragging the vertex when clicking it, hold down the control key.
To set all of the vertices in a patch that are the same color as the selected vertex, press Control H.




This head has been designed to be a minimalist structure so that it is easy for anyone to play with. I will make more variations of this structure and will add some ears and a body soon for others to download.
Please let me know in the comments below if you want more control points in specific regions such as the mouth or eye craters.
I will create a new video soon showing how to import and position a stitched structure into an existing nurbs model you have already made.

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  • glad your back melymouse995 :) was sad to see your comments removed

    1 Look at peoples heads from different angles and compare their shape to your model

    2 Makes lots of copies and variations so that you can feel free to experiment

    3 Remember as an artist the goal is not exact realism but to make a head that looks pleasing to you

    4 It's much the same as learning to draw or paint in that you must be patient and play with the control points each day if possible. Persevere and you will improve :)

  • @thymefromti yaya ty...now just one more thing......how do you get it to look like a head then a circle...o,o i mean yea i know how to move the stuff around its just.....idk how to make it look like an actual head....and actually its my first time doing anything like dis b4

  • @melymouse995 It takes time to get familiar with seamless. In the future I will make some complete models that will have everything already added so that the artist will only need to drag control points to create 3d art but the artist will still benefit by learning what else seamless can do.

    If you send me your head I can add 2 eyeballs to it. This will take me only a few min. You can get my (thyme) email address from the seamless home page.

  • To make it so that individual eye vertices can be colored the same way the head vertices are, right click on the SphereBuild node and select "convert to patch". Delete the ColorSweep node. Select The stem node, click store and then right click on the stem node and select "store generated poly map". If you are in x-ray mode you will need to toggle out of this mode so that you can select a vertex for coloring.

    Make copies of your work first.

    best wishes.

  • It's best to add a new part node for each eye first. This can be done by dragging a part node from the vertical node bar to the right of your head part node in your Scene Tree.

    The nurbs lathe avatar tutorial shows another way you can add eyes.

  • @melymouse995 Thanks for your question melymouse995

    You can create eyeballs using the SpheaBuild node.

    Just select a part node (the node that looks like a bone) in your Scene Tree and click the SphereBuild button which is located bottom left in the horizontal tool bar.

  • hey thyme...im on my way to australia just to give you a big hug!!!!! kudos on your new 3d stitched head!!!!!! amazing as usual!! hugggs!!!!

  • Nice!!!

  • Wow ! so cool ! congrats thyme ;o) Seamless is the best for the 3 D artist !

    thanks much for this new version thyme...

    hugs ;o)

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