Show messages: All
1-13
14-18
From: Crusoe the Painter (CRUSOE)
One thing I found. When meshing a object created via revolution, setting the "Angle" field to a number that can smoothly divide into 360 seems to produce symmetrical results. Fractional angle values seem to lead to messier meshes.
From: Thor (MCHANNEMANN)
Hi Michael,
would it be possible to get a quad only export?
I usually continue to work on the models in subd modellers, and to have triangles there is a pain,
so at the moment I have to manually turn triangles into quads...
Thor
From: Michael Gibson
Hi Thor, unfortunately that is not going to be easy for me to do anytime very soon. The underlying surfaces themselves go naturally into quads, but when there are trim curves on the surface (which happens after some types of cutting operations such as booleans), the "surface quad" basically gets cut by arbitrary curves. It is very difficult to take arbitrary trim curves and then try to get quads out of them.
- Michael
From: WillBellJr
Yes, IMO, that's the paradox of using NURBS modelers, generating a mesh that's "polygon app friendly".
It is very difficult, if not impossible...
Typically I use NURBS generated objects as "statics" in my scenes; buildings, furniture, pretty much anything that isn't animated or doesn't require clean topology.
Another option is to load the resultant mesh in to Silo 3D or TopoGun and recreate the hi-res NURBS object into a smaller, all-quad topology. Unfortunately, that just feels like doing extra work to me but it's certainly an option (and mostly the reason why a tool like TopoGun exists...)
-Will
From: Michael Gibson
Hi Bernard - it looks like I have managed to fix this problem with closed lofts for the next beta.
- Michael
Show messages: All
1-13
14-18