mikes8500 Posted July 8, 2009 Share Posted July 8, 2009 Maybe I'm being too picky, but I made this vault by using pro-boolean and I noticed that there are some jagged edges (see attached image where I marked it in red) where apparently the meshes don't line up. Is there a better way to model this? Thanks Mike Link to comment Share on other sites More sharing options...
martincg Posted July 8, 2009 Share Posted July 8, 2009 maybe you can go through nurbs, but i think your geometry is good and it will be just wasting your time focus on it Link to comment Share on other sites More sharing options...
mikes8500 Posted July 8, 2009 Author Share Posted July 8, 2009 Hi Martin Thanks for the reply. I was thinking about using nurbs on this but I'm unsure how to start, I've never really used them. Should I separate the meshes and turn them to nurbs and try some sort of fillet operation? or should I start with the original shapes? Mike Link to comment Share on other sites More sharing options...
SandmanNinja Posted July 8, 2009 Share Posted July 8, 2009 I've done stuff like that when doing mechanical modeling. Just make sure the object that is being booleaned has the same number of edges as the other object. Switch to top and side views, zoom in, and make sure the edges all line up as close as you can get them. (snap to verts would be good perhaps) You'll have to do some cleaning up after a boolean, target weld is good for that, as well as REMOVING (don't hit the delete button) unneeded edges and.... it should work. Link to comment Share on other sites More sharing options...
mikes8500 Posted July 9, 2009 Author Share Posted July 9, 2009 Hi Sandman I don't think that technique would work, the intersecting smaller vault also curves along it's length, so moving vertexes in the y direction would change the Z height of the area they are moved to. Mike Link to comment Share on other sites More sharing options...
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