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#1
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Modelling a front bumper of a car.. please help
Hi there,
I'm new in modeling using nurbs trying to model a car bumper.. I have 4 main edges and i want to blend them together.car bumper.jpgcar bumper1.jpgcar bumper2.jpgcloseup there's a gap and not good blending...car bumper3_closeup.jpg. help please. |
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#2
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Quote:
__________________
David Gill President nPower Software |
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#3
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Hi Dave,
Sorry for a late reply.. I've been busy for the last two weeks. About your suggestion, that's what I did if you look at the closeup image there is a gap bet. the surface its not clean. Thanks |
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#4
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Maybe you could send us the model so that we can figure out exactly what is going on.
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David Gill President nPower Software |
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#5
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If you join the models and sew the edges does it fix it? When you render do you see the gap? Remember that the viewport representation is typically different than that of the rendering.
I do think there needs to be some better tools for syncing parametrization across surfaces. That way you can ensure the surface edges match up. -Eric |
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#6
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Quote:
What exactly are you looking for with the surface parameterization? Are you just looking to sync up with the adjoining surface? Dave
__________________
David Gill President nPower Software |
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#7
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Yeah, I have had problems where the adjoining surfaces don't match properly. I have tried Pwr_Surface, but have never gotten good results on already created/collapsed objects. Or maybe its just a matter of the edge tangents not matching properly.
-Eric |
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#8
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Hi leolen,
When separate unconnected surfaces are tessellated (i.e., when their mesh representations are generated), the resulting meshes are not connected up in a seamless way. Thus even if the surfaces have equivalent boundary curves, there may be small visible gaps. The way to fix this is to sew those surfaces together. When the boundary curves are sewn, the tessellation process knows that they are related, and generates a watertight mesh through them. In many cases, just dropping the surfaces into a Pwr_Join object and using a 'sew edges' mode will be enough to fix this issue. On a side note, if you want to reduce the gap without sewing, you can increase the tessellation quality. Note that there are different tessellation settings for viewport (i.e., inside Max, while editing) and for renders (and renders default to much higher quality). So if you render, you should see the gap get much smaller (possibly to the point of 'disappearing'). You can increase the viewport tessellation quality to achieve the same result. However, generally sewing is the preferred approach, as this results in a true 'gap-less' connection between the two surfaces. |
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