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 From:  Michael Gibson
251.2 In reply to 251.1 
Yes, this is a problem trying to go in this direction (from Polygon data to NURBS data).

There is not really a natural way to go in this direction - NURBS data is not really meant to be made up of a large quantity of small planar facets.

This particular result that you're getting with the line curves is something specific to how Deep Exploration decided to handle this problem. Maybe if you look around there could possibly some kind of an option to have it generate a surface for each tri/quad instead of just the curve outline. But typically this will create a much larger (in memory and disk size) model, so that's probably why they didn't do it by default (or possibly even do it at all). Since some meshes are pretty dense with polygons, the size can get out of hand pretty easily.

There are some fancy reverse engineering programs that are able to take polygon data and fit proper larger surfaces over it instead of doing it face-by-face. But these are extremely expensive specialized programs.


> I mean, if .OBJ import ever comes to MOI, and I import polygonal data
> via .OBJ, will I have the same issue?

Yeah, it's basically a fundamental problem in the data representation.

Once you have built something with polygons, you're kind of stuck processing it with other polygon-based programs. Something like the getting the wireframe into MoI could help if you wanted to use that mesh as a starting point to help build a new NURBS model, but that is a lot different than handling the geometry directly...

- Michael
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 From:  Frenchy Pilou (PILOU)
251.3 In reply to 251.2 

I know a crazzy damned good french arstist Marcel who has a terrific method of work :)
He modelize in Zbrush and export for Rhino !!! (after rendering Carrara, painting any 2D soft)
As Zbrush is Poly and Rhino Nurbs he must redraw all curves from the polymeshes!!!
He retake all "section curves" from poly and loft them!
(I understand now better the method after used MoI, before it was some nebulous :D
I don't know many other artist who make the same :)
Of course he his a Zbrush modeling Master and a Rhino Master and a drawing/painter Master :)

Some thread where he explain the crazzy technic (explore the pages)

http://206.145.80.239/zbc/showthread.php?t=8110&page=1&pp=15
http://206.145.80.239/zbc/showthread.php?t=4945&page=1&pp=15 and see post #33
http://206.145.80.239/zbc/showthread.php?t=28871 truelly amazing!!! slide the page)
(yes the heads had re loft in Rhino) crazzy works indeed!

You can see some view of this crazzy illustrator works here many images :)
http://www.zbrushcentral.com/zbc/showthread.php?t=34679

EDITED: 14 Dec 2006 by PILOU

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 From:  Satoribomb
251.4 In reply to 251.2 
Thanks for the typically fast response Michael - and for the file format insights.

> Something like the getting the wireframe into MoI could help if you wanted to use that mesh as a starting point to help
> build a new NURBS model, but that is a lot different than handling the geometry directly...

Yeah - that's what I figured I'd have to do. It's not the worst option, since the Wings3D model was a rough constructed with intersecting primitives and a minimum of tweaking - just to get the basic forms and proportions only. Sigh - Polys, nurbs - why can't we all just get along? :)

Thanks again.


And Frenchy - that ZBrush to to Carrara cat you mentioned is just nuts! He's got too much time on is hands... :)
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 From:  Crusoe the Painter (CRUSOE)
251.5 In reply to 251.4 
Just being able to import a mesh, and scale/size/cut them would be fine enough for me!

I don't need subdivision modeling support. But if you could import a model, and design cut planes (design a action figure! ), or add polygon mesh components ( Bags, etc ) to a nurbs model, and ensure everything is scaled appropriately, that would be great.

Making MOI and Silo play well together would be awesome.
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