Real case OBJ to Nurbs!
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 From:  mkdm
8095.30 In reply to 8095.29 
Hi PaQ,

And thanks for your reply.

> Once you have a patch simplification in the conversion process (like with T-Spline for Fusion or Rhino, Cyborg3D, etc),
> pre-subdivide the mesh before converting it will change nothing about patches arrangement.
> In other words you will get the same numbers of patches, they will just have more 'points' in the underlying structure.
> And what is important, is to reduce the number of patches, to help smooth further modeling task (trim, fillets, etc).

I agree with you but unfortunately, I don't have a commercial version of T-Spline, and frankly I don't like it so much.
(And I don't use Fusion).

I much prefer Clayoo and I tested it for a while but it's too much expensive...

But for the moment, in order to use Max's SubdDiv, I'm testing reverse SubDiv tools of NVIL and, in general,
I'm trying to model using only quads.
For this particular case, where I don't arrive with my hands, 3DCoat really helps me, with its retopo tools.

> By hiding vertex, I mean fighting with the poly topology to avoid nasty placement of those poles. It require a bit of modeling practice.

I don't know if I already have that modeling practice. Could you please post some screenshot or some simple .obj file,
that shows what you said ?

Thanks a lot and have a nice day.

- Marco (mkdm)
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 From:  PaQ
8095.31 In reply to 8095.30 
Hi Marco,


For instance to can avoid the ugly top pole pinch from you test model with a topology like this ?
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 From:  mkdm
8095.32 In reply to 8095.31 
Hi PaQ,

> For instance to can avoid the ugly top pole pinch from you test model with a topology like this ?

OK. Now I understood what you said.

In certain situations I already do that type of topology.

For example here's a link of my NVIL screen cap of a simple sphere.
http://take.ms/XLkdR

But I know that the challenge is to do manually that type of topology...

Thanks for your suggestion.

Ciao!

- Marco (mkdm)
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 From:  mkdm
8095.33 
Hi everyone,

After testing more deeply T-Spline within Fusion 360, I decided to include it into my current workflow,
when I need to convert Low Poly Quads into Nurbs object.

I will use "convert" feature of T-Spline, inside the "Sculpt" room in Fusion, in order to obtain a Nurbs object,
with a fewer number of patches compared to what we can actually get with (always very good) Max's SubDiv.

Nice day,

- Marco (mkdm)
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