Teyon opened this issue on Jul 12, 2003 ยท 28 posts
brycetech posted Sun, 13 July 2003 at 3:06 PM
yeppers thats exactly what I was looking for :) I can see the final mesh and the way it converts from Rhino NURBS to a poly model. I want to find a way to make it blend perfectly in NURBS mode only. I can do it by combining the two methods (poly and nurbs) but what's the point of NURBS if you have to Poly too :P I tried the cut, boolean (whatever you want to call it) to attach arms and it does what I expected it would..tons of tris at the joints of the arms and torso so that's the same effect as rhino is giving. so lets see if I have the basics straight on how you are making these really cool NURBS models. You start with a set of splines and then surface them you then add knots or control points (whatever you want to call them) and use those to add detail buldges, indentations and shaping to a mesh. to add things like an arm, you cut the torso with a curve, sphere (whatever) and build a separate mesh the same way as the torso was built (with splines and control points) then you make a connecting mesh to blend the arm and torso together My NURBS models look great..but the poly conversion of the models are trashy looking (meshwise that is). The actual model still looks good when rendered, it just has all those small tris here, there, and yon that look bad in wireframe (see I told you I was anal about how the mesh looks :P) are you going to actually do anything with this little gal when you finish her? Like poserize her or something? She'd sell like crazy! :) BT