T-Splines
T-Splines

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3/07 Carl Bass reintroduces T-Splines for Rhino Register
6/21 Transitioning from NURBS to T-Splines View
12/07 Footwear modeling with T-Splines 3.3 for Rhino View
11/29 New T-Splines reverse engineering tools View
10/28 How T-Splines changed my aproach to making jewelry in CAD View
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06/08 T-Splines for Rhino intro View

horse

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horse

Postby celmar » Fri Nov 07, 2008 9:30 am

just to say that, in my practice of advertising illustrator, it's a real fun to begin with a Tsplines primitive, and use rhino in a more (much more) intuitive process!... I know, I use tsplines at 10% (5%?) of the possibilities...anyway, just learning!...
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chevalmecanique.jpg
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Re: horse

Postby JSantocono » Fri Nov 07, 2008 9:49 am

Veryyy cool celmar!! Nice work!
How much of the "mechanical" horse mouth is a 3D model?
Can I see screenchoot of the model wireframe?
Keep posting your work.
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Re: horse

Postby celmar » Fri Nov 07, 2008 10:04 am

thank you, juan! of course, it's composited with a photo, as you can see withh the frame... but the modelling (i always use rhino in my work, except zbrush which is poly, but you never "see", if I can say, the polys, as you're sculpting ) become really easy with t splines, for people like me, who are intuitive in their approach, and often not good with the very "clean", rational process of the "classics" nurbs... i join also a tspline little web camera!...
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camerratsplines.jpg
chevalmecaniquewire.jpg
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Re: horse

Postby JSantocono » Fri Nov 07, 2008 10:33 am

Nice model.....is much more detail than I thought.
Thanks for showing your work!
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Re: horse

Postby Matt Sederberg » Fri Nov 07, 2008 5:11 pm

Very nice work, celmar! I'm just trying to figure our what this is advertising...
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Re: horse

Postby celmar » Fri Nov 07, 2008 6:17 pm

oh no, it's just playing and learning T splines! that mechanical horse don't sale anything, and is very linked to the composited photograpy... although, advertising is not always just the picture of a commercial product... mainly, I work on narrative concept, sometimes far from the real product..; I begin to use tsplines in production workflow,now regularlyt, and post pictures once they will be used first by the firm... for example, an add campaign for Armtrack (us railroad)... not so much tsplines, just the shoes, the head is zbrush sculpting, then translated in nurbs via Smurf, and the wheel made in rhino... (it's a mad driver, one(good) reason to use the railroad, and not the car..) there were 5 pictures, this summer, mainly in pensylvanie and Ny state...
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driver.jpg
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Re: horse

Postby Matt Sederberg » Fri Nov 07, 2008 11:18 pm

That's a fun picture--wow, you used Smurf to bring that head in from ZBrush? That looks pretty complicated, how long did it take you to do that conversion?
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Re: horse

Postby celmar » Sat Nov 08, 2008 3:14 am

a little more than to sculpt it in zbrush..; and in fact, I use now, as smurf isn't very accurate (the plug in of yurek dombrowski is very good, don't misunderstand me, I think it's due to the real complexity of mesh models, and "holes"), to "translate" part of the mesh, just to do the "connexions" between the head, for example, and the arms... then I cut the nurbs part at the very close frontier of the mesh, and (with sometimes a little photoshop after) it does the trick... but during a long time, i translated all the sculpted mesh, and split it, after, in as many planar surfaces as needed..;(well, more or less planar), allowing a very precise and easy uv map of photos... depend of the deadlines... also, remember that rhino 3 doesn't allow to split mesh, and so on, as rhino 4... now, with the growing tools on mesh, with commands like section , wich works on mesh, with smurf, and Tsplines, the mix of two workflows so separated than Zbrush3 and rhino4 become more and more easier... anyway, I never learn to model in polys, just rhino, and very seldom experiment something missing, except precisely the box modelling, until tsplines!... But it would be very fine, for me, that a tsplines mesh can go out of rhino in quads, as I ask the question there is some times, due to the posssibility to sculpt it, after... always been very alone, on cgtalk and other forums, with that mix of rhino and zbrush, although the common part, in my opinion, beeing the very easy learning curve of the two softs, and the very fast modelling process, perfect for deadlines of illustrators!... lazzy, mmm...
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Re: horse

Postby bjorn.syse » Thu Dec 18, 2008 3:18 am

Damn, that's a cool horse! :D
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Re: horse

Postby Holger Jahns » Thu Dec 18, 2008 7:32 am

Hello celmar,
these are impressive models! However - your workflow makes me curious:
As these models obviously end up being rendered and used in advertisement but don't get physically produced: Why then do you take the effort to convert your Hi Res meshes from Zbrush to Nurbs/Tsplines at all?

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