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Full Version: Mesh symmetry

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From: Michael Gibson
30 Apr 2007   [#16] In reply to [#15]
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
1 May 2007   [#17] In reply to [#16]
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
9 May 2007   [#18] In reply to [#10]
Hi Bernard - it looks like I have managed to fix this problem with closed lofts for the next beta.

- Michael

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