Some thoughts on a NURBS to Poly workflow with MoI

 From:  Keris
3196.6 
One last thing to keep in mind when pushing out meshes is to try to keep the NURBS simple. If you have a model with a ton of surfaces trimming and blending and sweeping into one another, the mesh it will create is likely to be very messy; MoI just isn’t equipped to handle those cases yet.



Take this over the top silly thing. It’s got fillets, weird shapes, and whatnot.



And this is what the mesher makes of it. The top and bottom of the sweep aren’t in sync. Not to mention the fillet at the end is a mess. Really, this item would require a rather large amount of cleanup to make usable. Thus, try to stick to shapes that make predictable meshes. Going over the top like here is likely to end in tears.
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