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cockpit building


sstamfb
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I guess it will be Nurbs. You model tha basic shape, in nurbs, from curves you have from plans. Then you have a projected curve applied to that, and you dettach that projected curve, as a spline, you later make the spline renderable, with the thickness you need. you can still use the nurbs surface a a glass.

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Martin

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I was just quickly trying to recreate the effect in max as I have thought about doing this a few times. Anyway, I have come up with a surprisingly simple method.

 

1. Model the girders.

2. Create a Nurbs surface which describes the curvature of the side of the building. (Note: It must be a a SURFACE).

3. Use the SurfDeform Modifier (World Space) on the girders. Select the wall surface and click "Move to surface". You will have to play around with pivots and rotations to get it perfect, but it was quite a simple operation in the end.

4. Turn the deformed girders into an editable poly and extrude the nurbs surface to create the glass.

 

I have attached a .max file with the result in so you can have a look for yourself. Please be kind, I only took about 5 minutes on this.

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Mark, Im interested in the method you have described, I also have some issues opening the file. Will a 3ds work?

I usually only do polymodeling, no organic forms, but this could be a nice way to learn something new.

so, if you are up for it, and have some time, ill be glad to learn.

Regards

Martin

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Well it turns out that Camtasia is almost as fun as ZBrush, and both are infinitely more fun than using Print Screen and html...

 

ftp://ftp.uunet.co.za/pub/incoming/3ds/SurfaceConform.wmv

 

A small video tut about how I got the beams to conform to a curved surface.

 

I also came up with another solution using the Shell modifier on the surface and then intersecting it with the extruded shape of the lattice beams. The difference being that the second method would create the beams with no distortion, which may be useful in some cases.

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