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juicysauce
11-15-2004, 04:54 PM
Hi all, I'm a n00b to both Maya and CGTalk. Thanks in advance for bearing with my ignorance. http://cgtalk.com/images/smilies/smile.gif

So I'm trying to model a remote control device in Maya that should look something like this when I'm done:

http://utwired.engr.utexas.edu/cone/images/model03.jpg

After having pretty crappy results with polygons, I decided to use nurbs for this. I have no idea what I'm doing, of course.

I created some curves and lofted them together, like so:

http://utwired.engr.utexas.edu/cone/images/model01.gif

But when I use the "planar" tool to close the surface, it looks like crap:

http://utwired.engr.utexas.edu/cone/images/model02.jpg

The problem is that the loft's curvature continues past the point where I want it to; it's not "leveling off." (Geeze, I sound like an idiot. I have no vocabulary for this stuff.)

Another problem is that you apparently can't attach a planar (trimmed) surface to a lofted surface. So even if I got the whole curvature problem fixed, I wouldn't be able to attach the two surfaces.

Can anyone help me out? Do I need to re-think my entire approach?

GatorNic
11-16-2004, 01:29 AM
well one way is instead of doing a planer (which I don't use very often, because it is a trim) is do another loft. Offset your top curve or duplicate it, whatever you prefer. Scale the newly created curve in some. Loft between the top curve (or isoparm) and the new curve. Then scale the new curve to 0.

The surface isn't as pretty as a planer, but it works and its an attachable surface. You can then align the old surface to the new surface to get rid of the extra curvature.

If you really wanted to keep the planer and fix the curvature, just translate your top curve till it flattens out. As long as you didn't delete the history the loft and your planer will follow the translation. Not as precise, but it would get the job done.

I don't know if these are the best ways for the controller you are looking to create. Maybe someone else has a better ideas.

-Nic

lostpencil
11-16-2004, 07:39 AM
I'd probably do it in polyproxy or subds. But you should be able to get a nice edge if you use the round tool. So instead of adding that top curve which you've lofted to, just 'planer' the top flat and straight and then select the two edge isoparms (one on the top planar, the other on the lofted surface) using the round tool. Adjust the curvature and you should have a nice edge. That help?

juicysauce
11-16-2004, 08:04 PM
Thanks so much. I'll toy with both approaches and see what I come up with.

mitralone
11-17-2004, 10:35 AM
Hi there,

Being just passed form the same road you are on, here is my advice.

Return back to polys but keep this in mind. The best results you will get is with polys after smooth. But, before you smooth, plan ahead and try to anticipate your shape. If for example you want your shapes edges to be kept at place, try to make cuts to your shape so smooth does not alter the shape at those edges.

Another way I use sometimes is to convert the shape from poly to subdiv and then back to poly. I use the vertices option in subdiv to poly so you get a smooth shape with the same poly count. Neat!

Anyways, try yo make your remote starting with a cube, making cuts closer to edges on all sides and then smooth.

You should get good results in time.

Cheers

failure
11-17-2004, 11:40 AM
In my experience, this type of thing is best done with nurbs.

NitroLiq
11-17-2004, 02:40 PM
I would opt for poly proxy as Paul mentioned. Use the default poly proxy settings and a cube...the smoothed shape will be on one layer, the cage on another. In the channel box, adjust the smooth settings to 2 divisions and turn off both "keep border" settings (sorry don't have maya in front of me at the moment). Since the remote ctrl is symmetrical, delete one half of the cage and work on that. Mke sure all the verts on that half are snapped to the y axis) You can mirror the smoothed half by duplicating (instance scale -1 in the X (depending what direction your model is, it could be z or y) Just work on the low poly cage and note how any edits edit the smoothed version. If moving around the screen gets a little jerky, turn of the smoothed layer and check back every so often to see your progress. The remote shouldn't be too difficult to create...simple splits, extrudes, and a little vert pulling.

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