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Anyone suggest a way of modelling this?


Brute Guy
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Hi,

 

I am making a sculpture similar to this texture (see picture below). I tried to replaicate this surface in Rhino by just adjusting the vertical height of randomly places points within a rectangle boundary, then joining them with splines, and planar surfacing all the curves. This worked well however took a long time.

 

I'd like to create a more dense surface, however my previous technique took ages.

 

Could anyone suggest a better technique for achieving this, my initial thoughts were to somehow under export a curved IGES surface which would faccet naturally, but I have had little success so far?

 

Thanks

 

Marc

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Hi Marc,

 

You could try creating a mesh box with refinement settings that would correspond to the size of the triangles you need. Then you could pull the points manually or use a script that does that randomly for you. I think if you Unweld the vertices of the top section, you would get the jagged contours.

 

Or, you could create a nurbs box primative, detach the top and split it in a way that would give you the various sections. Make sure the top surfaces stay at degree 2. Then when you pull control points, the edges will stay straight.

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Firstly, thankyou for all your input, as the sum of your feedback has helped me achieve what I set out to learn.

 

Below is my result, I know it differs to the initial aim, however I still need to make the traingles a little more random. I decided to apply a noise mod at verticies level after converting to editable mesh. This didn't give me the randomnes I so desired, so, I begun individually moving the points as pictured in the red circle.

 

Is it that I'm incorrectly utilising the noise mod, or is there a mod that will do what i'm doing by hand?

 

Kind regards

 

Marc

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Don't bother. Anything you're going to actually use Rhino for, you can do in Sketchup and/or Max.

 

we disagree, we can leave it at that or we can go head to head with strengths and weaknesses of the products we best know that will be educational for everybody else (free of assumptions evaluation interpretation judgment)

 

and it really doesn't matter do what works for you

 

if you don't appreciate me offering my advise in the sketchup or max sub forum what are you doing?

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i think clearing the smoothing groups after you are done will give you a sharper result as well

press '4' in edit poly

then scroll down to smoothing groups and 'clear all'

this will keep it sharp, if you want a slight chamfer/highlight press '2' (edge mode) then - Ctrl A (select all) and then chamfer a tiny bit.

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Oh wait. In order to keep the edges level, you might be better off pulling the vertices manually. If you create a chamfer box with length and width segments at 5, then convert to Editable Mesh, then clear the smoothing for the top polys within the chamfers. Then you can pull some points in vertex mode to roughly approximate your facets. Then Tessellate the selected polys in Face-Center mode and you will have more complex facets done for you.

Edited by Fran
different solution
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