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11-25
From: Lewis3D
Hi PILOU,
Thanks for trying.
I've tried that several times and i always get visible seams or even holes after i try to export that to polys. Not even join or Boolean union helped to solve that.
Have you tried to check your version for OBJ exporting ?
Image Attachments:
sweep_visible_seam_2.png
From: Lewis3D
Guys thanks for all the help, amazing forum :).
Marco, i managed to do it with that new technique you showed and it's clean one export. I guess Curve Rebuild was key part here so that after sweeping tool all is seamless now.
Great, thanks one more time.
From: Michael Gibson
Hi Lewis, I've attached the result of using the untrim/retrim technique as I described above. The surfaces that you get after untrimming are perfectly usable, they just extend over top of each other so it's easier to manage them by only untrimming and retrimming one at a time, that's all.
This version should have the 100% exact same surface shape as your original file since it actually uses the same surfaces.
If you want help with making a new surface using Sweep please post the curves you are using, it looks like they need to be edited to be smooth instead of having a kink in the middle of the curve.
- Michael
Attachments:
lewis_untrimmed.3dm
Message 8827.14 was deleted
From: mkdm
Hi Lewis3D.
You're welcome.
Ciao!
From: Lewis3D
Thanks Michael, yes your file works fine, as for me not managed to do it by trimming, it is exactly what you say, many surfaces overlap each other so i hardly see/understand which part i'm trimming in that mess, i've tried by hiding all but one and then trim one by one by one but i can't say i got great result 'coz even after i trimmed all with outside circle and deleted outside excess areas i still have many overlapping surfaces with corners bending upwards so i've not known how to weld/merge them into that single flat nice surface you got (my screen-grab showing how surfaces are bending upwards=.
Luckily Marcos's solution worked so i managed to fix it with that technique.
Image Attachments:
surfaces_bending.png
From: Michael Gibson
Hi Lewis,
re:
> (my screen-grab showing how surfaces are bending upwards=.
Those bending upwards areas are some additional areas that also need to be trimmed off - if you check out the file I posted I also drew in 2 crossing lines here:
Then you trim the surface and remove these areas:
Leaving this part:
- Michael
Image Attachments:
lewis_trim1.jpg
lewis_trim2.jpg
lewis_trim3.jpg
From: Frenchy Pilou (PILOU)
<< and i always get visible seams or even holes after i try to export that to polys. Not even join or Boolean union helped to solve that.
<< Have you tried to check your version for OBJ exporting ?
Yes and Seems not seams! :)
I made a little thickness because render don't love only simple face! :)
Always free real time SimLab Composer Lite (max 1920 * 1080)
From: Lewis3D
Aha, i get it now how you did it Michael, you basically made 4 pizza slices and then it worked 'coz bending parts are removed. I forgot tot do that cross section trim so that's why i still had messy results.
PILOU - thanks for render test
cheers and thank you both for extra effort.
From: mkdm
Beatiful!
Tks.
From: eddi
Hi Lewis,
>>I've tried recreating that surface with network
Attachment with layout for NetworkSrf (This eliminates polar uv layout)
Attachments:
power_removeX.3dm
Image Attachments:
Lewis_NetSrf.gif
From: Lewis3D
Interesting approach EDDI, does it look same from side in quad view ?
And how did you split edges/curves at exact position, by trimming or there is faster way to split curve/edge ?
From: eddi
>> And how did you split edges/curves at exact position
SplitHelper created with Multiiso script
http://moi3d.com/forum/index.php?webtag=MOI&msg=6841.3
Outer edge with > STRG + C > STRG + V > Join > Trim with AddTrimPoints at SplitHelper position and option keep.
Middle lines drawn with curve through points.
Result Old uv layout and new.
Image Attachments:
Layout.JPG
SplitHelper.gif
From: Lewis3D
Good, that now has lot more sense and I understand how you did it :).
Thanks
From: eddi
Wink
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