Best way to give tickness
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 From:  Michael Gibson
4891.2 In reply to 4891.1 
Hi Rich_Art - it looks like your object is straight in one direction, is that correct?

Usually extrusion is the easiest way to build objects like that - instead of having that full outline of everything (meaning having all 3D edges already drawn in), instead just have one side profile like this:



Select those then run Construct > Extrude, you can then snap on to the end of that other line if you want the extrusion to match it, or type in a distance value:



If you want a thick slab instead of just a surface, it's probably easiest to thicken the profile by using Offset on the profile curve with the "Cap Ends" option which will make a thickened closed curve out of your profile and then when you extrude a closed curve it will make a solid slab result.

Usually if you're looking for the most efficient way to construct something it will involve using just one set of 2D curves as the inputs, so if there is any kind of 2D profile to your objects, focus in on creating that 2D profile first instead of focusing first on making every single 3D edge in the final result as your first step which it seems like you've been doing more here at least.

If you just build all 3D edges first then you will end up having to build lots of surface pieces sort of one by one and you won't be using the most efficient "draw in 2D" type stuff. Things really move along quickly when you're able to generate more parts of your model from a smaller number of 2D curves.

A kind of similar thing is that sometimes you want to generate some of the final edges in your model by cutting pieces with booleans instead of creating them as a starting wireframe that you then try to fill in patch-by-patch.


Sometimes you do have to build things patch-by-patch, but you want to reserve that method for freeform shapes that are not able to be created by 2D construction techniques. If your objects do have a 2D profile nature to them then generating things from those 2D curves instead of from a full 3D wireframe is what you want to do.

Hope this helps!

- Michael

EDITED: 5 Feb 2012 by MICHAEL GIBSON


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 From:  Michael Gibson
4891.3 In reply to 4891.1 
Hi Rich_Art - and one thing I've definitely noticed is that often people coming from a poly modeling background really tend to do this kind of "create full 3D wireframe and then patch it in" type approach for everything. There's a tendency towards that since poly modeling tends to work with manipulating a 3D object the whole time.

But one of the greatest strengths of NURBS modeling is when you're able to create most of your model from 2D curves, since there is just less stuff involved with managing 2D curves, there's fewer things that you draw, like notice in the above example using a 2D "blueprint" type profile to create the shapes involves creating a smaller number of curves than doing a "patch by patch" type approach.

But it may take some time before you start to think about primarily using 2D curves to construct your object rather than building the full 3d wireframe of it to start with.

- Michael
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 From:  Rich_Art
4891.4 In reply to 4891.2 
Thanks Michael,

As I said before, I still think to much as a polygon modeler. Your way is much easier.
I also made the same shape with the boole function. (just for the fun)
Used the edges from the block. I just need to model more things with Moi. It is such a joy but where to find the time.... grrr :-)




















Peace,
Rich_Art. :-)

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 From:  NightCabbage
4891.5 
Haha, yes, I remember when I was first starting out with MoI - I was asking all sorts of silly questions because I was approaching it the wrong way!

Now I find MoI to be the best & easiest modelling program around! :)
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 From:  Rich_Art
4891.6 In reply to 4891.5 
lol..... Yeah I love Moi for hardsurface modeling. I only need to make mind switch..

Peace,
Rich_Art. ;-)

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