I feel like a complete fool. I have been unable to create a basic shape and have tried several different methods over the past 3hrs
this is what I have. I would like some suggestions to kick-start my thoughts back in the right direction please
http://eboliigraphix.com/WEB/warbird/shape.jpg
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Extrude the spline and boolean the extrusion with your (poly) surface the extrusion should disappear and the surface should be cut, add an edit poly modifier and see the damage in terms of stray verts etc. Delete extraneous surface polys (outside the shape) and clean up the edges.
If you feel that you need to increase you vertex accuracy to minimise clean-up check how many points are in the simplified shape, make a note of their co-ordinates (only the X / Y should be necessary) then add a slice modifier to the surface mesh so that there is a poly intersection at every point, apart from a few, most troublesome vertex points should be eliminated.
For the basic surface and for your time and sanity I would suggest only editing half of the shape as it is symmetrical and then mirroring and attaching the other half when the surface is complete.
This works on the assumption that the surface is then to be extruded the edges chamfered and the entire object meshsmoothed at least by one iteration, which is why I would suggest setting the intitial spline interpolation low (I think the defaut is 6 so a 2/1/0 should be fine depending on how much control you want).
This is not a tried and tested answer just off the top of my head while I'm at work, I'll go home and test it see if it works!
The model that Berkut did is close. Not the one with the chamfers, but the really low poly one. What it needs is more edges that are parallel to the ones he has. Anyway, I can show something later if you can wait a few hours :shiner:
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Reason your getting render errors is it looks like your cutting a turbosmoothed or mesh smoothed shape, you need to collapse the modifier and make sure all the edges are visable. Other is cutting shapes across a curve is always a nightmare. I would model the shape then warp it like Coolhand has done.
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Still trying a few ideas and would really like some imput
http://eboliigraphix.com/WEB/warbird/bad.jpg
Hope this helps, keep at it you'll get it.
Perhaps you might also consider tweaking a segment of a NURBS sphere so that it matches the contours of the hull.
take the shape and then roll the edge over, not just a chamfer edge but a rounded edge
http://www.starshipmodeler.com/trek/ds9tech/wm_Defiant_NacelleFwd.jpg
Like the rolled edge on the Defiant that goes into a sharp inside extrusion
If so, create a solid object that follows the red line. Inset and move verts to create the green line (or shape merge and tidy or whatever you feel comfortable with). You can now chamfer the red line to create the curve. Extrude the inner part and scale it so that is perfectly flat (the blue line) and move it into position. Then I would delete the faces that make the angled surface in the top right of the blue part and use bridge to close the hole
Here are 4 boxes, first from the right is a plain box, second I added loops, third one is how subdiv affects that box with those loops ( I used turbosmooth but meshsmooth will have similar results, keep in mind I have no smoothing groups associated with anything here)
The final far left box is the far right with subdiv and NO loops. So with this you can see how loops control the rounding of a object.
Here is a example of a contoured corner using smoothing groups to control the flat areas so you can later remove the extra geometry that just wastes poly count etc. This isnt a exact but it gives an idea.
There is a lot more you can clean up on the lowest object but it is just to give an idea.
MKF-
Okay starting to come together..almost
How do I correct the curve? to get a good smooth?
http://eboliigraphix.com/WEB/warbird/bad2.jpg
You should really investigate a good tutorial for this technique since you'd get a quicker feel to the fundamentals of the technique. there are plenty of good ones for cars, or maybe other things,
Anyone have a link handy to a good tutorial?
Failing that, The golden rules to a smooth surface are, keep everything regularly spaced (so where you have lines bunched up more than others you'll generally have an uneven curve ) and to keep everything as quads, since tri's (notice you have a triangle on the edge in the lumpiest part of that curve) or other shapes will cause unevenness - lumps, dips, flatspots, etc.
With this image to adjust the curve etc you just make those loops larger or smaller and drag the points around, HOWEVER the loops must be done last so that they do not change any angles in the control mesh (the unsubd object)
The reason your getting errors is the lack of control edges and those non quad polies, using tris and 5+ edged polies can be used to create effects but often is relagated to organic modeling. So those "loose" edges on the curve and the tri make that error you get in rendering.
Also note Id get rid of all that "stuff" in the stack, and stick with editable polygon. My rule of thumb is to avoid as many "modifiers" as possible. Too often when I started out Id have a stack of modifiers and max takes a huge poop.
Just personal pref.
So I say Thank you
I still have some tweaking and editing to taste but I have been able to create the basic shape that I requested in this thread so again ..................Thank you
http://eboliigraphix.com/WEB/warbird/good.jpg