Car Modeling in MoI(Two ways to get seamless surfaces

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 From:  zarkow
8559.1 
Hello, I have made a tutorial, were I Show two ways to get seamless surfaces, hope you like it :-)

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 From:  Michael Gibson
8559.2 In reply to 8559.1 
Thanks very much for putting this together zarkow!

- Michael
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 From:  zarkow
8559.3 
Another complex surface using Surface-Rebuild-Methode A



.3dm

https://1drv.ms/u/s!AgF6VFezvIYchAuNNLT6VVjMpd7y


and after second rebuild (EVO2)

EDITED: 22 Aug 2017 by ZARKOW

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 From:  mkdm
8559.4 In reply to 8559.1 
Hi zarkow.

Thank you very much for this very, very interesting video tut!!

Excellent job!

If only I could give you a little suggestion...It might be a better help if you slow down the playback of some crucial point of the construction process.

Thanks a lot!

- Marco (mkdm)
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 From:  zarkow
8559.5 
Quick and Dirty



EDITED: 22 Aug 2017 by ZARKOW

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 From:  Frenchy Pilou (PILOU)
8559.6 
French Version :)
http://moiscript.weebly.com/la-voiture-de-zarkow.html

Steps of the above video
(a cool thing not discovered before your very pedagogic video : for a Network seems we must use curves not obligatory with all segments "closed"!
Here 4 curves with external segments


0.00 Car seeamless
0.05 Splines Cage
7.57 Patches with function Network
10.35 first result
10.37 2 solutions
A : Rebuild patches with Iso Curves, Sweep & Blends (Moi Style)
B : Style SubDivision with function Rebuild, Direct Loft & PolyLines.

10.40 Solution A - Scripts used
ReconstructCurve - Multi Iso - Pipe

25.01 Solution B - Scripts used
ReconstructCurves (Polyines)- SubDivTools (SubD/ Slit) - SubDiv Classic

40.09 Comparaison Solution A / Solution B

What solution is your favorite method between A & B ?

EDITED: 22 Aug 2017 by PILOU

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 From:  zarkow
8559.7 
Solution A is my favorite, I try it, everytime first with A, but when the surfaces are very organic, or strange complex, I try B. Sometimes I try B, and then I can see or get the idea how I could make it with the A Solution.

As the old Frank Sinatra has always sung: "I did it MoI waaaaay"

This was my first Car Modeling Video about MoI, it was a early extrem base-shape Version of Solution A.

EDITED: 22 Aug 2017 by ZARKOW

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 From:  Frenchy Pilou (PILOU)
8559.8 In reply to 8559.7 
Cool!
Remember the colored Nurbs basic lines method by Cristobal Vila for the Nixus car (seems not more accessible! :(
http://www.etereaestudios.com/docs_html/nixus_htm/nixus_index.htm

EDITED: 24 Sep 2019 by PILOU

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 From:  mkdm
8559.9 In reply to 8559.6 
Hi Pilou.

Thanks a lot for your very detailed info.
Very helpful.

Bye!

- Marco (mkdm)
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 From:  mkdm
8559.10 In reply to 8559.7 
Hi zarkow!

It's fascinating to see how much you can get from Moi with this kind of very difficult modelling!

Talking about a totally different approach, I think that, unless you need real-world precision for manufacturing,
the old and ever-green poly/sds box modelling way it's really hard to beat.

Both in terms of speed and above all in terms of ease of make light or even heavy changes to the original model.

In Moi this is very difficult and I think that the prize isn't worth it.

Although, the Moi's way remains a great pedagogic way for a better learning of nurbs modelling.

Bye.

- Marco (mkdm)
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 From:  zarkow
8559.11 
I think MoI actually a good and mighty tool, for that Price, when you must go deeper in the Nurb-Surfacing-World you must use Tools like "Alias/Autodesk Class-A Surfacing", "Solidworks", "NX" or "Catia", but the prices of this tool are about 6000€-30000€, a year, a cheaper solution was the VSR Shape Modeling plugine (300€ 2012, I think) for Rhino, but it don't exist anymore, Autodesk has buyed it and now you must buy Alias A-Surface-tool, I think at now it costs 10000€ a year.



Here you can read the limitations of polygon vs nurb modeling

https://www.ebalstudios.com/blog/modeling-cars-polygons

EDITED: 23 Aug 2017 by ZARKOW

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 From:  mkdm
8559.12 In reply to 8559.11 
Hi zarkow.

Thanks a lot for your info :)

@You : "...Here you can read the limitations of polygon vs nurb modeling..."

In fact in my latest post I was referring to "non real-world/production modelling" but fast poly/sds box modelling that is more than enough for rendering only purposes.

Bye.

- Marco (mkdm)
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 From:  Frenchy Pilou (PILOU)
8559.13 
Another way: the T-Splines in free use for enthousiast, hobbyists, students even Start Up ! ;)

EDITED: 29 Jan 2022 by PILOU

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 From:  Frenchy Pilou (PILOU)
8559.14 
By Zarkow
0.45 NetWork
2.40 Iso
4.50 ReconstructCurve / PolyLines
5.30 Loft / Straight / Exact
7.05 SubDiv Tools : SSplit / Sub-D (Script) SSplit v.0.95 2015.08.10.Zip
7.30 Sub-D Classic (Script) SubDIvClassic v.06.2015.2022.zip
7.40 SubDiv Tools (Script) SubDIv_beta_9.zip
7.45 Iso
9.00 ReconstructCurve / PolyLines
9.30 Loft / Straight / Exact
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 From:  Frenchy Pilou (PILOU)
8559.15 
Sems CMorph by Max Smirnov inside the car's toolbox can be useful in some cases ?
http://moi3d.com/forum/index.php?webtag=MOI&msg=6373.1
You can input number of curves between Start End!
For multiple profils just repeat the process like here :)



LineWeb also for create some patches surfaces between curves?
http://moi3d.com/forum/index.php?webtag=MOI&msg=3666.1
You can input number of links...

EDITED: 24 Aug 2017 by PILOU

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 From:  zarkow
8559.16 
Interesting, but when you make first Network patches, you can see the light flow on surface better.

I need a script, than can analyse the isospline that lays the Isocurves automaticly on the Isocurves of the neighbar patch, but I think it's very complex.



another script idea is maybe, if you could pin or snap automaticly the polygon vertices points temporary on the (red) controlsplines, after the retopo work, than it would be posible to control the meshflow better.





or


and my second idea is a kind poly UV iso spline (U=green + V=orange) loop selection script, for later clean up the patches, at now I must select all edges manually to make a Network




And there is a before/after shot


to this

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 From:  zarkow
8559.17 
OK, a patch cleanup is with Fusion 360 the easy way:

-Export in Moi to obj:

-Open Obj in Fusion

-Convert Quad to T-Splines



-Convert T-Splines to BRep



-Export in Fusion to Iges

Open in MoI




Clean.
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 From:  Frenchy Pilou (PILOU)
8559.18 In reply to 8559.17 
<< a patch cleanup is with Fusion 360 the easy way:
...TSplines
;)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Frenchy Pilou (PILOU)
8559.19 
A patch process can be! :)

Line Web (Lines, Polylines or Curves) and / or CMorph
Trim All
ReconstructCuves (2 points or more following wished)




EDITED: 26 Aug 2017 by PILOU

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