View Full Version : Messed up Loft Nurbs
LemonNado 12-09-2006, 07:13 PM I have to make a diver suit for a character... Multiple parts... PITA!
I have to start at the neck. I cut a few lines into the mesh because the meshs base geometry is simply garbage. I selected the edges and created the resulting loop into a spline. I did that three times. So for so good. I dropped everything into a loft nurbs and AHHHHHHHHHH every curve seems to be 180 degree offset from the other. So, the left side of the top loop is connected to the right side of the next lower one and so on. A criss crossing intersecting mess. I deleted everything. I cut again and took care that I selected the edges the same way thus if there is some point order issue, it will hopefully be compensated by that. For no avail. I cannot prevent that the loft nurbs is mapped in a totaly useless way. I cannot find a parameter to influence this. Is there a way to tell the stupid spline from edge function where the start is???
Help... please....
Rainer
|
|
JoelOtron
12-09-2006, 07:19 PM
I've had to do that b4--and the same thing happened to me.
its all in the order/direction in which you create your spline.
Try reversing the sequence of every other spline. You may have to do trial and error to figure out which ones to do this to.
Or--just make sure you select your edges to make your splines in the same direction each time.
JoelOtron
12-09-2006, 07:20 PM
PS--when I say reverse sequence--I meant select the spline then go to the spline menu and select reverse sequence while in point mode.
LemonNado
12-09-2006, 09:03 PM
Excellent, did not know that option!
Thanks
Rainer
JoelOtron
12-09-2006, 09:11 PM
I can offer another bit of advice.
I found things worked much better if I used my loft nurbs merely as a low poly guide from which to create the final mesh.
Create al your splines--and put into a sweep nurbs.
Then once happy, change your splines to linear interploation and None for intermediate points. The turn down your nurbs subdivision as much as you can. No caps
Make that mesh editable then put into an HN object for smoothing.
It might not be suitable for what you are doing (since the result needs to hug the original surface--but I found I got better control and a better result as well doing it that way. Also helps with your UV maps.
LemonNado
12-09-2006, 09:34 PM
Solved that. But the main objective fails becuase there are different amounts of points on the resulting curves.... So the resulting loft geometry looks like crap. So... I selected Polygons and that works. However, that polygon mesh doesn't shade that well, as the chopped up geometry is not really good for a hypernurbs... I would love to re-topo it somehow. I have silo, the latest beta crashes when reding the base geometry. In the current verson, the topo brush crashes. Maybe I can shrinkwrap something. Have not tried that yet...
Rainer
Knotian
12-10-2006, 01:10 PM
Had the same prob - used the round option on edit to set each spline to same number of points.
Knotian
nycL45
12-10-2006, 08:26 PM
Nice tip, Knotian. In 9.6, the location for Round is Structure>Edit Spline>Round. It adds points in the process, based on a quick little tip test.
LemonNado
12-10-2006, 10:44 PM
Great hint! I solved it the other way around now... I used shrinkwrap...
I'll revisit the spline option again, jsut to see how the recommended option works. I can see where that can be more beneficial than the shrinkwrapper. Time ZBrush 2.,5 comes out so I can paint a new topo ontop of the mesh.... sighhhhh
Rainer
AdamT
12-11-2006, 05:50 AM
Great hint! I solved it the other way around now... I used shrinkwrap...
I'll revisit the spline option again, jsut to see how the recommended option works. I can see where that can be more beneficial than the shrinkwrapper. Time ZBrush 2.,5 comes out so I can paint a new topo ontop of the mesh.... sighhhhh
Rainer
By the time ZBrush 2.5 comes out we'll probably have been replaced by intelligent ferrets. :/
CGTalk Moderation
12-11-2006, 05:50 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.