08 August 2005, 09:29 AM
Hard surface models typically represent man made objects like cars,airplanes, ships, robots, and so on. These types of objects often have very complex topology, and require trimming. However, trims add to the complexity of the model, and place many requirements on the model, which further increase its complexity. A trimmed edge will often need a "round"surface to avoid the sharp edge. Trims basically make a part of the surface that is discarded - invisible. Since the invisible part of the geometry is still there, any texture applied to the model will only be partially visible. Also,trimmed edge doesn't have the same characteristics as an edge of the bspline edge, and we will not be able to manipulate it in the same way - with attach, or to make it easily continuous with another surface.
It is possible to create hard surface models without using trims, but it can be a challenge sometimes, depending on the model. This type of model always requires more modeling time, but also saves a lot of time in other steps of production. One other advantage of non-trimmed models is that if needed they are easily converted to polygonal models.Trim edges tend to produce a high poly count.
I'm very instersted in patch modeling,it is so beautiful to me.There are no problems to do organic modeling with patches for me.But hard surface models seem to be not so easy. Some kind of surfaces even I looked into their wireframes still made me confused. How these guys build their model?
I got some jpgs posted here. The "incrediable surface"will be marked out. Hope you guys can help me.
:eek: Only 3 files to the limited....