un-uniform Wire Mesh Modeling

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Old 01 January 2013   #1
Question un-uniform Wire Mesh Modeling

hi mates,
it's been a long time from my last post here...

recently I retake to use 3d for work and now I'm modelling this particular tube mad of wire mesh(see attached file)...
ok quite simple, i start thinking of a simple Loft surface with alpha texture and bump/displacement to get the wire effect...that's sounds goog but client ask me detailed render and rendering from inside...Ouch! this means that texture isn't good enough.
I found Tutorial on web but how to get a tube with this deforming?

have you any other suggestion? I'd appreciate it.
Please help.

thank you
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File Type: png Schermata 01-2456324 alle 14.39.26.png (62.9 KB, 11 views)
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Old 01 January 2013   #2
Someone is paying you to do it and i have to tell you how? :P

I would start with low poly cylinders (create a few and merge them together), once i get the general outline close to the object's, add a subd modifier on top, this will give smooth lines with minimal geometry. Once i'm satisfied with the smoothness, i'd subdivide enough to have evenly spaced quads, this is important to reproduce the grid meshing. With enough geometry in place, select all the edges and detach them as spline objects, make these splines renderable in viewport, keep polygons to form the "solid" border of the object and delete the rest.
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Old 02 February 2013   #3
Originally Posted by Psyk0: Someone is paying you to do it and i have to tell you how? :P

I would start with low poly cylinders (create a few and merge them together), once i get the general outline close to the object's, add a subd modifier on top, this will give smooth lines with minimal geometry. Once i'm satisfied with the smoothness, i'd subdivide enough to have evenly spaced quads, this is important to reproduce the grid meshing. With enough geometry in place, select all the edges and detach them as spline objects, make these splines renderable in viewport, keep polygons to form the "solid" border of the object and delete the rest.

thank you psyko, i don't really understand well the last part of your method...
Quote: make these splines renderable in viewport, keep polygons to form the "solid" border of the object

maybe if you explain better i would give a 50% of the 0$ cash i'll take from client...:-P
..
really, the last part is not so clear, i need a poly mesh for the wireframe,not renderable in mayavector!
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Old 02 February 2013   #4
i was lookin on web and something i need is to get the mesh from the wireframe, as many software do..
suggestions to do that?
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Old 02 February 2013   #5
Well i'm a max user so i don't know what the term is in maya, but in max you simply check a box that says render splines in viewport and you can convert them to editable polys, making them geometry instead of spline objects.
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Old 02 February 2013   #6
Hey man,

Select your edges, and try using the "Polygon edges to curve" tool under Modify/Convert. You'll need to extrude a circle over your curves to get the geometry, but If you know a little python, that only takes a few minutes.

http://www.use.com/showoriginal.pl?...f2f04e04c22&p=1

-AJ
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Old 02 February 2013   #7
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