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MUCUS
04-04-2012, 04:57 AM
Hello!

Please forgive me if the question have been asked 100 times :bowdown:

I'm a bit in a rush and have no idea how to quickly (well not too slowly I guess) turn this kind of curves into a 3d mesh? Actually I have converted curves into polys via curvetopoly.p in order to reduce points count and I'm manually connecting "level" of curve.

Maybe is there some application to do this? (original file is dxf)

Thank you

HolyMonkey-
04-04-2012, 07:01 AM
Ive had the exact same problem and I solved the problem by basically creating a plane with MANY subdivisions and just roughly sculpting it up using the maya sculpt tool in the Y axis to fit approximately, gave pretty decent results.

I dont know if LW has a sculpt tool, but getting a mesh thats good from curves upwards like that is really hard, personally I was beter off just using the curves as guidelines for Y sculpt.

UnCommonGrafx
04-04-2012, 07:46 AM
In LW, for this same sculpting ability, you could raise, or lower to a common height in an endomorph.That way, using a morph map, you can 'paint' your heights.
Similar as the maya way just a setup piece at the outset.

Oedo 808
04-04-2012, 10:53 AM
I don't know what density of point data your curves contain, but with a simplistic faux terrain formed of splines I tried out Art's Triangulate Points (http://www.artssphere.com/plugins/triangulatepoints.php) which worked pretty well. You could use something like Heat Press (http://www.lwplugindb.com/Plugin.aspx?id=4891d32a) to lay a grid of quads over the area if the Delaunay triangulation was too untidy for rendering. Whether something like this technique would work on your data I can't be sure.
103208

MUCUS
04-04-2012, 12:25 PM
Oedo 808, THANK YOU! :thumbsup: I mean, I was going for hours of connecting points...and the plug-in just did the work in seconds! thank you too for pointing heat press, amazing! you just save me hours of work :)

HolyMonkey, yes I was thinking about this too, but don't have maya. I got Zbrush but for this kind of work, I don't know it enough.

UnCommonGrafx, that's true, I remember Larry pointing this technique years ago :) And it could do the trick indeed.

HolyMonkey-
04-05-2012, 06:05 AM
I don't know what density of point data your curves contain, but with a simplistic faux terrain formed of splines I tried out Art's Triangulate Points (http://www.artssphere.com/plugins/triangulatepoints.php) which worked pretty well. You could use something like Heat Press (http://www.lwplugindb.com/Plugin.aspx?id=4891d32a) to lay a grid of quads over the area if the Delaunay triangulation was too untidy for rendering. Whether something like this technique would work on your data I can't be sure.
103208

Amazing !

Alek6
04-23-2012, 04:24 AM
Thanks Oedo! It helps a lot, but how do you obtain the result from picture 3 to 4?

MUCUS
04-23-2012, 05:22 AM
It should be a smoothed surface or a subpatched mesh I guess :)

Oedo 808
04-23-2012, 06:11 AM
I'm glad the tips were of some use :)

Of course the real thanks goes to the makers of the plugins. :thumbsup:

I don't think I have the model anymore but I'm sure as MUCUS says it was just subpatched. If it's a touch to smooth and you don't want to monkey about with displacement and bumps too much, a quick and dirty way to rough it up a bit might be instead to subdivide the mesh with some fractal instead of subpatching, the third image in the .gif is done that way with 2 or 3 metaform subdivisions and smoothing turned on. Though it might be more trouble than its worth at render time depending on your needs.

103775

Alek6
04-23-2012, 06:26 AM
Thanks!!

archijam
04-23-2012, 06:54 AM
... just remember to subdivide or julliene the lines to get more points before you start ... :thumbsup: