Completing a surface
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ello,
i am trying to make a surface between the two curves that you can see below. I have tried many different mehtods without any success. Any ideas anyone?? Cheers Rich edit--- i cant seem to upload pictures - they come out all messed up - are they too big?? 130k?? |
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test
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Have you tried lofting the curves?.....if you have let us know what you have done....so that we don't just repeat everything:D
Might be birail.....not sure let me put this into another forum ;) |
fillet? loft? stitch? im sure you can use them :) but make sure your surface direction is correct
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i tried to loft but came up with the following.
I guess that is due to the curve directions being incompatible (if that is the correct terminology :) ) Will I have to start over with this part?? Any ideas. cheers rich |
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Sorry about another post.
I ahve added another curve and tried bi-rail 2, i have tried bi-rail 1 and al other possible ways of getting a surface out of these curves. I must be doing something basic incorrectly but what, I have no idea. Anybody any ideas? cheers rich |
For the first one try reversing the direction on one of the curves - as for the second its sort of hard to say without actually seeing it. Feel free to post the scene here and I'll take a look for you.
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HAHAHA I have the ultimate solution for this!!! wanna hear? :D
Well it's pretty easy. As a nurbs objects just duplicate the whole helmet, project a curve onto it and trim away the bigger part. Then you should have a perfect surface. You only need to move it a bit forward. Was this satisfacory?? :) |
If anyone is still reading this post, how about trying this:
Split the curve shown in the front view at the very top to create 2 separate, symmetrical curves. Get rid of the vertical centre line in the perspective view. Now use the Birail 1 tool, using the bottom curve as the profile and the 2 (now) separate curves on each side as the rails. It worked for me when I was playing around. |
BTW, be careful about using trims, because many renderers don't handle them that well. If you're rendering in Maya, ultimately, it shouldn't be such a big deal.
-- Mark |
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