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- Path: ip16-036.phx.primenet.com!wturber
- From: wturber@primenet.com (Walter (Jay) Turberville (III))
- Newsgroups: comp.sys.amiga.graphics,comp.graphics.apps.lightwave,alt.3d,comp.sys.sgi.graphics,alt.design.graphics
- Subject: Re: The Old Golfball
- Date: 28 Mar 1996 18:33:01 -0700
- Organization: Primenet Services for the Internet
- Sender: root@primenet.com
- Message-ID: <wturber.45.1B1E2B23@primenet.com>
- References: <4jblud$kps@news1.io.org> <4jec1g$fcm@apollo.ekfido.kodak.com>
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-
- In article <4jec1g$fcm@apollo.ekfido.kodak.com> tomblin@ekfido.kodak.com (Paul Tomblin) writes:
- >From: tomblin@ekfido.kodak.com (Paul Tomblin)
- >Subject: Re: The Old Golfball
- >Date: 28 Mar 1996 10:42:40 -0500
-
- >In a previous article, gmead@io.org (Glen Mead) said:
- >>elements are consistent on a real golf ball. How does one model a truly
- >>realistic looking golf ball? If anybody could give me some pointers on how
-
- >Well, one thing that I'm sure would make a huge difference is to remember that
- >the dimples on a golf ball are on a hexagonal grid, not a square one.
-
-
- >--
- >Paul Tomblin, Contract Programmer.
-
- I noticed that a tesselated sphere will generate a very golfball like array of
- polygons when metaformed. Something to look at if you want to spend a few
- hours fiddling in modeler. I never got a good golfball this way since I
- couldn't get the dimples to smooth as much as I wanted. But someone else may
- be more patient.
-
-
- Walter (Jay) Turberville |wturber@primenet.com wturber@aol.com
- Studio 522 Productions |http://www.primenet.com/~wturber
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