How to Network this?

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 From:  BlackBird
6879.1 
Hi, i try to Build a Car but i stuck on the beginning. :-(

i can't build the Fender in one smooth part. i allways can see a seam between the single parts.
can some one give me a tip how to manage this? network always is a mistery to me.
sometimes i know how it works but now i dont.



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 From:  wastzzz
6879.2 
Afaik you should build the surface first and then trim it with the final shape.
M.
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 From:  Frenchy Pilou (PILOU)
6879.3 In reply to 6879.1 
Better if Points are at the same x,y,z!

Then with your file
Select all - Trim with Project enabled
Join each curves who are segmented
Then take each patch and apply a Network

But not sure that NetWork is the best method ;)

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 From:  Andrei Samardac
6879.4 In reply to 6879.3 
It is big pain to make this kind of details in MOI, it is better to use Loft then trim. But the best way is to make it in Polygonal modeling.

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 From:  wastzzz
6879.5 In reply to 6879.3 
> Then take each patch and apply a Network
And good bye continuity!
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 From:  Michael Gibson
6879.6 In reply to 6879.1 
Hi BlackBird, yes as others mentioned above it's probably a better idea to make a full surface to start with and then trim away the wheel well area after the initial big surface is created, rather than trying to incorporate that directly into the surface construction itself.

When some of your network section curves have sharp corners in them like you've got for the wheel well area, usually those sharp corners will have their sharpness come through as creases across the network in those areas. It's better for sharply cut outlines to be formed by trimming.

The other thing that will be problematic for your Network layout there is having 2 sections touching each other at a single point here:



The curve layout must form a completely regular grid - if endpoints of sections are touching each other then all the sections from that direction should come to that touching point (making something similar to the north pole or south pole on a globe, with lines of latitude and longitude), not just some of them.

- Michael
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 From:  OSTexo
6879.7 
Hello,

You can probably do this in MoI using blends but it's much easier to do this with something like Rhino and VSRs surfacing package. Only downside is that the combo of those two packages will set you back $2K. That's probably your least expensive alternative, with pricing going up from there.
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 From:  kevjon
6879.8 
It would be best to model this shape without the wheel arch cutout.

Then after creating the network surface, you can then use trim to cut out the wheel arch.

Strangely enough I had to pick the curves in a certain order for network to work. If you just select all the curves with a crossing window it will give a bunched up result.

You will find some car modelling tips here http://moi3d.com/forum/index.php?webtag=MOI&msg=6512.1

I do agree with Andrei though, polygons is the way to go for organic shapes like cars and aircraft. It can be done with nurbs but you really need a package with a very advanced toolset that would cost big $.

EDITED: 25 Aug 2014 by KEVJON

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 From:  Fitz (3DARTZ)
6879.9 
I might make the wheel arch 2 pieces that meet at the top. Not able to test this is out at the moment but I believe I've done this int he past.
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