Fillet problems when modeling with lofts, sweeps and networks

 From:  Michael Gibson
3604.6 In reply to 3604.5 
Hi sven, thanks for posting the file and the video.

In the video you're kind of doing a lot of different things, deleting some curves, moving some pieces around, joining some stuff.... I'm sorry but it's kind of difficult for me to follow which particular thing you're actually trying to fillet.

Could you possibly make a screenshot and point to one particular edge that you are trying to fillet?


One thing that I noticed about your model is that it is made up of a kind of patchwork of numerous smaller surfaces touching each other. Usually with NURBS modeling you don't want to build things in that kind of small patchwork manner and instead if possible try to build things out of larger sheets and then trim them.

You're kind of trying to build surfaces that hug around contours and cuts, rather than actually cutting holes in things.

When you build things in that manner, you tend to get surfaces that have slight creases between each adjacent part, which is not good for filleting. If you build things as larger sheets, you can get smoother and more simple topology which will be better for filleting. See this previous post for an example of how building larger surfaces can help avoid creases between parts:
http://moi3d.com/forum/index.php?webtag=MOI&msg=1398.19


Also see this other previous discussion thread where a model was being built in a similar way and some suggestions on how to build it with larger pieces that are cut instead of "patch-by-patch":
http://moi3d.com/forum/index.php?webtag=MOI&msg=3105.1

- Michael