View Full Version : 3D max surface tools...GAAAH!!!
NgInE
12-03-2003, 08:05 AM
i'm spline modeling a tugboat right now, but i can't seem to get the surface right. every time I add a surface modifier to the spline network, it shows allot of wrinkles in the mesh.
i also tried to make the spline network by hand (instead of using the cross-section modifier) but then the surface modifier is no good at all.
so does anyone know how to solve this?
NgInE
12-03-2003, 08:08 AM
the circled parts are the parts the surface modifier doesn't seem to do right.
Would you rather the surface flowed along the line I've drawn over your render? - I don't really know alot about the shape of a boat?
You need to adjust the splines you've drawn by pulling & pushing points - there isn't really any other way. Also make sure you're using bezier or bezier corner points otherwise you'll have a hell of a time getting it right (IMHO).
I've never used the cross section modifier I've always joined my splines by hand as it allows the most control. What exactly happened when you tried to do the cage by hand???
NgInE
12-03-2003, 09:40 AM
well, generally, if you take a look at the wireframe, it looks pretty messy for such a simple model. i wanted to have straight wires but instead i got bezier like wires (and i didn't use cross-sections 'smooth' option). but that is of little concern. the biggest problem is the mesh itself. the surface modifier seems to fit too 'loose' on the wireframe, which causes wrinkles and anomalyties. so is there a way to solve that?
Any chance I could take a quick look at the MAX file itself. I'm a little confused?
NgInE
12-03-2003, 09:47 AM
oh, and the hand made cage looks like this (propably because i couldn't connect the vertexes, to get a closed model.
i'm modeling the boat using a blue print. the plan is to make 8 different sections of the length and width of the boat and connect those so you get a wire cage. but because the vertexes of the lengt and width are so different, the spline model got totally messed up when i drew lines, using vertex snap.):
NgInE
12-03-2003, 09:51 AM
Originally posted by jbw
Any chance I could take a quick look at the MAX file itself. I'm a little confused?
sure! shall i mail it to you?
I'd prefer it if you could attach it to a post in this forum cos I'm at work. :(
ta,
jbw
NgInE
12-03-2003, 10:02 AM
K, here it is. and thanks!
Hey NgInE,
This more what you want the mesh to look like?
NgInE
12-03-2003, 10:28 AM
Originally posted by jbw
Hey NgInE,
This more what you want the mesh to look like?
yeah, looks great! how did you do it? could i have the max file back, to check it out?
Umm... you're using MAX 4 and I've only got 5 on my machine. It's attached but I'm not sure you can open it. Let me know if you can't and I'll put together a quick tut! :o)
Ta,
jbw
NgInE
12-03-2003, 10:49 AM
nope, can't open it :(
Give me 20mins and I'll have a tut w/ pics! :o)
NgInE
12-03-2003, 11:15 AM
thankyouthankyouthankyouthankyouthankyouthankyouth ankyouthankyouthankyouthankyouthankyouthankyouthan kyouthankyouthankyouthankyouthankyouthankyouthanky ou!!!
Ok had my first post rejected for trying to attach a large pic???
start by downloading this zip:
www.geocities.com/jbw_2/BoatTut.zip
if it won't download copy it and paste it in address bar!!!
And off we go...
Stage1, I've deleted the blue horizontal lines but kept the black ones. You'll need to hide the profile one. Select one of the remaining black splines and, using attach, attach the remaining 6 black splines. See pic stage1
Stage2, Add the surface modifier, turn on 3d snap and make sure only endpoints are selected by right clicking the button. Next whilst still in subobject mode create a spline that runs from the smallest spline outer corner point to the largest splines outer corner point. See pic stage2
Stage3, Repeat for next series of points. See pic stage3
Stage4, Repeat for next series of points. See pic stage4
Stage5, I think you get the idea! :)
Stage6, I then select these points convert them to smooth and begin to move them around to get a smoother shape to the hull.
Stage7, Start lokking around mesh for kinks etc. and convert to bezier/bezier corner and adjust to fix. Sorry no pics. :(
I'm sorry for the rushed tut but I'm busy at work.
You can also use the screengrabs as reference if you like!
ta,
jbw
NgInE
12-03-2003, 11:39 AM
i think it's amazing that you could do this tut at the same time you're at work! infinate thanks!
Ha ha... well when I started the tut no-one was hassling me... Glad I could help! If you're unsure of anything just post. :)
ta,
jbw
NgInE
12-03-2003, 11:52 AM
you are like the mother Theresa of 3D!!! i'm forever in your debt...well, for the first couple of days at least.
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