designingpatrick
02-21-2009, 09:54 PM
I was fortunate enough to acquire a scaled model of an 18th century naval ship from craig's list. I'm modeling the hull and wondering about the best order of operations;
The hull will need to curve like a hull does, but modeling tends to get a little more complicated than it needs to when you are editing geometry on a curve.
Using modifiers like bend could be useful because I can toggle its effect, although the curve of the hull is not really uniform and I imagine that the unique shape of the hull will need to be set without the aid of modifiers.
I'm considering creating a keyframe of the hull as a plane where it lines up in 2-d space, then setting another key with the geometry curved to match; in this way I can make changes easily then check the curve placement. Although I don't know how the animation sequence will handle the creation of geometry.
Basically I'm looking for a way to create and edit geometry on an object that is essentially flat, then quickly view the results in its uniquely curved form.
The hull will need to curve like a hull does, but modeling tends to get a little more complicated than it needs to when you are editing geometry on a curve.
Using modifiers like bend could be useful because I can toggle its effect, although the curve of the hull is not really uniform and I imagine that the unique shape of the hull will need to be set without the aid of modifiers.
I'm considering creating a keyframe of the hull as a plane where it lines up in 2-d space, then setting another key with the geometry curved to match; in this way I can make changes easily then check the curve placement. Although I don't know how the animation sequence will handle the creation of geometry.
Basically I'm looking for a way to create and edit geometry on an object that is essentially flat, then quickly view the results in its uniquely curved form.
