|
#1
|
|||
|
|||
|
Model with quads in mind
Do you guys have any advice on creating uniform quads on the resultant mesh ? or as close as possible ?
It's just a basic join of 3 blends. I'd like the output to be as even as possible, but I can't seem to avoid the pinching (or work out how to avoid it. That's the best i can do in the viewport display settings, angles, distances and edges etc. thanks
|
|
#2
|
|||
|
|||
|
Solution found
![]() PolyNurbs 1.0 http://www.scriptspot.com/3ds-max/sc...#comment-13996 awesome little script. where is everyone it's like a ghost town in here.? |
|
#3
|
|||
|
|||
|
Quad Meshing
Hey rmissin,
Sorry for the delay getting a response to you. Quad Meshing is something we know we need to improve on. Unfortunately, I'm not sure what kind of advice would help on your model specifically. We have done some work on improving what we currently offer but for n-sided patches, it remains a difficult task. Anyways, hopefully your solution worked. Erik |
|
#4
|
|||
|
|||
|
ok thanks, actually all that script seems to do is pull out the underlying mesh structure, without having to tweak in powernurbs display settings,
which is of course influenced by the curves beneath, and yes the more I look into it the more I realize how difficult it is to achieve even quads. Good luck
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|