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05-10-2012, 09:52 AM
http://s15.postimage.org/wplo97twb/bezier.png

I tried using the 'Extrude' but couldn't really create a nice surface over the actual shield .

Do i have to create a spline cage before creating a surface on this ?

Whats the best way to to extrude this into a shield , with an even mesh ?

Ive done all the Newtek training with William Vaughan , but I'm still stuck on some basic techniques.

Thanks

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hrgiger
05-10-2012, 09:58 AM
Extrude won't really work well here.

Spline patching would be a valid solution.

Source
05-10-2012, 10:17 AM
Cheers

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05-10-2012, 11:39 AM
http://s8.postimage.org/gzyene5jp/bezier_002.png

Im going crazy , i have read and seen a few videos on the topic .

Most of them are related to the classic car door .

I have tried to merge all the points and select the splines in both counter clock and clockwise order.

I know this has been a thread earlier , and it is probably a super minor issue .

Anyone know what i could be doing wrong ?

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XswampyX
05-10-2012, 12:41 PM
Just slice up your shield into four quarters and patch each quarter separately. So each patch has only four sides.

Like so.

http://i465.photobucket.com/albums/rr16/xXswampyXx/ShieldBeiz.gif

hrgiger
05-10-2012, 01:33 PM
Valid Patches can only be made up of 3 or 4 splines.

Source
05-10-2012, 02:04 PM
Thanks XSwampyX

Source
05-10-2012, 02:05 PM
Thanks All !!!! Can't believe ive been whoreing around with a basic thing like that , but lesson learned.

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SplineGod
05-10-2012, 04:38 PM
Ive got this older, simple tutorial on spline patching here. Its still valid in most or
all versions of LW. :)
http://www.youtube.com/watch?v=VOcyliN80sI

Sensei
05-10-2012, 07:19 PM
If you want to use true Bezier curves for spline modeling check out EasySpline http://www.easyspline.com
(what LW does is converting Bezier to regular Catmull-Rom spline after dropping tool).

Industrial modeling is using only true Beziers/B-Splines, all the time.
http://www2.trueart.pl/Products/Plug-Ins/EasySpline/Graphics/Movies/EasySpline_Industrial_Modeling.mov
(which means very low number of points - the simplest straight pipe, with infinity final precision, can be made with just 16 points)