Rhino 3D models and strategies | |
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Radially sliced face. The idea is to use
digitized or otherwise ready made poly meshes as anchors to experiment with various NURBS strategies. |
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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. | |
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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) | |
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Another Caligari model. It would be so much easier to make it in Rhino | |
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The basic shape for this Pikachu was literally made in minutes | |
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The peeling banana on the left was tricky to model.
This is a good example of the excellent bump mapping in Max (1.2) | |
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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. | |
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Another rush job - a group of Brennand sculptures for an architectural simulation. | |
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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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