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butCherHeLL
04-30-2003, 12:14 PM
I think ,I learned 2 possible way for build an eyelid (NURBS style working)
1a) Project a curve on head surface
1b) than clone it, and than loft for an eyelid.

2a) building an lofted eyelid by referenced circular curves.
2b) detach surface by referenced isoparms.
2c) fillet or stitch work than rebuild and attach


on WORK1, it needs trim the eyehole. but on this WORK style the patchwork surcafes cant be attached (to be one surface)

on WORK2, this work2 style is better. but finally the cross-sided surfaces cant be attached as the image following. so.

I think after polygonal modeling and converting to nurbs is not a good way.

http://host.deluxnetwork.com/~lana/cgtalk/problem9.gif


and the image is simply my problem ...how can I do attach this 2 surfaces by no any surface deformation (no stitch points style. I need one finally surface if can possible )?

augustus
04-30-2003, 01:09 PM
If you mean keep this L shape, you can't. NURBS patches are always four-sided. But with a well constructed NURBS model, you don't need to. Check this tutorial : http://www.highend3d.com/maya/tutorials/patch/

Of course, it's not the only, or best way to make a NURBS face model, but a good one.

-Oz

butCherHeLL
04-30-2003, 01:45 PM
http://host.deluxnetwork.com/~lana/cgtalk/problem9_1.PNG

this is the modified nurbsCircle .finally I see the this sides as a seam.

thanks for tutorial link.

I mostly worked on polygonals. and subdivs.

now time to work for nurbs handskills

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