I know I am asking for too much out of SW but in theory would it be possible to model in this detail the image below in sw? I know there is a russian guy here that has come very close to this kind of stuff. but how can I go about surfacing this?
Look at the posts from Shon Owl......
hei'ya Andi, following Shon Owl tip, (for ages),
page 98 'bout halve way down and a load of others "Re;pictures of Solidworks Projects"
in "General>Discussions", hey, that's where l see your stuff
BTW on the way home from vacation saw your kool copter rendering "duuuude" awesome- kelef
I have seen the russians guys model of human figurines he is very close to realistic models. what I was wonder about is design approach. how do you model face with splines? yeah i was having some issues rendering the anodized materials
See if this thread gives you some ideas.
The key is how you break up the face into discrete areas. Takes some practice and some good 3D visualization mind skills to see how to work with the splines.
It seems as though he wants to keep his methods secret I have seen the russians work before he is very close to realistic human figures. Im pretty good with NURB modeling but human figure is a whole other level
Hi Andi from RU.
At first the shape of a skull with a necessary proportion on height is under construction, unfortunately a shape of a nose in my approach in SW it is impossible to make in this main surface therefore it is necessary to project a contour on it, to delete a surface and to complete it separately. Too most treats lips and eyes. The rest is completed necessarily - hair a beard ears. Work once and then it will be easier.
The matter is that when you will make it, the feeling of achievement something new will be another, self-development it I think a key to success.
interesting I think surfacing human in sw would be the ultimate goal
Each person is unique, approach in construction approximately same, a difference in that for what it is necessary for you in what size and assumptions at creation of model. There will be questions can send the 3D I can correct if there are questions.
I think more simply right now to create model of the person in ZBrush then to transfer it to Solid by means of XOR3D. since simpler and quicker to trace faces in ZBrush. Though in Solidworks for the person it is spent about 3... 4 hours. In ZBrush about 1 hour.
grasshopper with applicability in my area of design is at present interesting.
I appreciate that. Yeah I know about Zbrush but its no NURB. If you can model a human in NURB clearly you have mastered surfacing. Although zbrush and others were created specifically for human modeling. I think NURB surfacing is superior to any other modeling technique. Personally I dont like neither tsplines or grasshopper or any click and drag modeling method. I think NURB is far more accurate and takes more skill.
Have you considered 3D scanning it? By the way, you can use your phone's camera for digitizing it.
Such 3D model looks if to speak very poorly on the truth. Though I too would correct the original - the nose is too wide and the bias of lips in 20 degrees speaks about something inexplicable :-). I think it is worth reconsidering your choice from iPhone towards yotaphone and to draw it with a mouse in SW :-)
Its not that I am after the model Im more after of trying to come up with a method of accurately modeling human face in spline based modeling. Basically I was looking for a design approach how to break it up and go about surfacing it
Without SolidWorks,I have done some pattern development for foam puppets. This was a number of years ago. Originally, I had hoped to use the computer somehow, but all the pieces weren't in place for me to try it at the time.
One important question is your end purpose for the face, since that may affect your choice of methods.
But, to offer some ideas, I would suggest obtaining a 3D scan of a sample face. Then, slice it into segments, from which you obtain your splines. For some areas, such as the eye, you might want to somehow obtain a spline to delineate the top edge of the upper and lower eye-lid. But, I do not khow to get this spline.
If you could somehow trace along the edge, and create the spline manually, that may be one method. But, of course, some method of automaticaly generating them would be ideal. Using your original scan, you might cut away all of the head, except for the eyes. Then, slice that into much thinner slices than you did for the rest of the face. Delete every other slice, and you will have a series of profiles that you might be able to snap to, as you try to trace the outside edge of the eyelid.
I just did a quick search of the net, and saw quite a lot of existing 3D models of faces. Many had nicely traced lines around the eyelids. You might be able to obtain a good model of a face that has an orderly arrangment of its mesh. Then, use that mesh to trace your nurbes over, by snapping to the nodes of the mesh.
It has to be project splines and 3d splines. I have been carefully studying the human face for a quite a while. I wanted to to do a simple classical image. I have an idea and have studied sculpture a little now need a method to turn it in 3d
Check out Mike Wilson's Scooby-Doo model. Surfaced in SolidWorks back in 2001.
The are other files that may be if interest on his website.
Anna. Approach is interesting - didn't try to draw a surface so certainly. There is one minus of Mike Wilson's Scooby-Doo models - not controllability of a form at even small shift of a spline or a point in its models
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