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View Full Version : Can't avoid using Trims - Help!


speedsix
08-20-2003, 11:06 PM
I'm not sure if it's the type of object I'm modelling or if my methods are all wrong but I can't avoid using trimmed surfaces.

For instance, I'm trying to model this wheel (http://www.evoposters.net/carpics/doms-golf/P1010030.jpg)

The only way I could think of doing this was creating a planar surface, trimming it into a circle shape, pulling out a few of the center CV's to make it dome shaped then cutting out the 5 heart shaped gaps in the wheel face. This got me nowhere as I then didn't have a clue how to add the other curves and recesses of the wheel.

How would one go about modelling the wheel, I can't see how it's possible without trimming planar surfaces!?

Extrude, Birail, Revolve etc. dont seem to be helpful, nor the primitives.

Can someone also please explain what trims are exactly and the difference between regualr nurbs surfaces and should I be avoiding them?


Many thanks

Dom

Bliz
08-21-2003, 12:28 AM
Don't know why you are avoiding trims? If they help then use them.

As for the wheel, there's a few different ways to create it but if it were me I'd model the spokes as a seperate object to the rim. Then I'd just group both objects together. You are probably going to texture them with a simple 'chrome' material so you don't have to worry about the flow of the nurbs model as you won't be needing to reference the UV info.

bluedragon128
08-21-2003, 12:51 AM
Can someone also please explain what trims are exactly and the difference between regualr nurbs surfaces and should I be avoiding them?
What a trim does is it just hides part of the surface, and can always be undone. So it is always there, even if history is deleted. And alot of trims can start to slow down render times. If you want to see that the trim just hides part of the surface just select the nurbs surface and show surface patches, you still can see the trimmed area. I use trims on area that will not be deforming. But you still can deform an area that has been trimmed. Also you can select the trim edge and duplicate the curve. As for the wheel, I would start out by taking a sphere and getting it to the right size, then make the surface live, draw some curves on the surface, and break the tire up into sections, and just doing a boundary or square to the curves. Also if you wanted take that sphere and trim the sections out, do more at once, than one at a time. The rest of it just looks like lofting of curves. Hope that helps some.

loked
08-21-2003, 01:01 AM
I'm not sure if you mentioned why you are using nurbs, but dont you think this might be a bit easier if you did it with polys?? Just a suggestion, sorry if you have explained this already:)

Polys are just easier to use when it comes to objects with wholes in my experience.

later:wavey:
loked

speedsix
08-21-2003, 09:55 AM
Thanks guys, I created the main star shape by trimming out the holes but then I had trouble creating the bits that 'slope' into the holes. The only way I could think of was creating the shape with a curve in the front view then making it a planar surface then trying to slope it backwards.

How do I know if a surface will have to be a trim or if I can make it without trimming?

I may also try polys but am sorta focusing on nurbs right now and the reason I wanted to avoid trims is i found I couldnt distort them the way I wanted as the cv's werent along the edges, although i cant really see it being possible without trimming.

Would sub'ds be a better choice for this sorta thing, Ive yet to try them and nurbs seem to be very frustrating at times.

What do people usually use to model cars?

Many thanks

Dom.

loked
08-21-2003, 10:37 AM
When I said poly's I was refering to polys or subD's. Both being a lot easier to deal with holes! Nurbs are good for things like cars, but that doesnt necessarily mean you have to model the entire car in nurbs. You should choose where you think nurbs will apply and where other methods will apply.

later:wavey:
loked

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