· R H I N O C E R O S · 3 D ·

Rhino 3D models and strategies


Radially sliced face. The idea is to use digitized or otherwise ready made poly meshes as anchors to experiment with various NURBS strategies.
A few strategically chosen anchor points can greatly facilitate the creation of different sets of curves that can demonstrate which of the various surfacing techniques is best suited for each particular part of the model.

I made this pair in Rhino ( rendered in Max ), based on a rustic moor capital that comes with 3DS. The newly available Gazelle tools would produce much better leaves.


This is my very first organic model, based on an old Caligari/Amiga ad.
It was modeled in Caligari Broadcast and rendered in 3D Studio V2 (DOS)



Another Caligari model. It would be so much easier to make it in Rhino


The basic shape for this Pikachu was literally made in minutes


The peeling banana on the left was tricky to model. This is a good example of the excellent bump mapping in Max (1.2)


A couple of beauties, based on the Street Sharks. A realistic version is also planned. The "nostrils" and brow creases are examples of the very rare instances where it's better to manipulate the control vertices AFTER the surface is created.


Another rush job - a group of Brennand sculptures for an architectural simulation.


Smooth flowing surfaces that fit snugly into each other are easily created in Rhino. Notice how the wood mapping follows the arm shape exactly, because with NURBS the mapping coordinates correspond to the actual surface isoparms.


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