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Full Version: Removing Trim/holes

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From: Frenchy Pilou (PILOU)
15 Feb 2018   [#18]
<< 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
16 Feb 2018   [#19]
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
16 Feb 2018   [#20] In reply to [#18]
Beatiful!

Tks.
From: eddi
16 Feb 2018   [#21] In reply to [#1]
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
16 Feb 2018   [#22]
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
17 Feb 2018   [#23] In reply to [#22]
>> 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
17 Feb 2018   [#24] In reply to [#23]
Good, that now has lot more sense and I understand how you did it :).

Thanks
From: eddi
18 Feb 2018   [#25] In reply to [#24]
Wink

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