mijajo Posted March 14, 2013 Share Posted March 14, 2013 Hey everyone, I'm trying to model the SANAA Museum in Teshima using the contour lines of this floor plan. So far I've tried using splines + cross section + surface. But the result it's not satisfactory. Any ideas on how I should approach this? Thanks! Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted March 15, 2013 Share Posted March 15, 2013 Nurbs?? seems to be the right approach. Link to comment Share on other sites More sharing options...
mijajo Posted March 15, 2013 Author Share Posted March 15, 2013 (edited) Hey Francisco, thank you for your answer. I guess that you are talking about U Loft inside Nurbs. My next question would be then... is it gonna be possible to uv map the surface with UVW Unwrap tools or something? I've never worked with Nurbs before, so I'm kinda rookie here. Edited March 15, 2013 by mijajo Link to comment Share on other sites More sharing options...
meherthakker Posted March 15, 2013 Share Posted March 15, 2013 a plugin like this would be another approach http://rendering.ru/ru_en/splineland.html good luck Link to comment Share on other sites More sharing options...
matthewspencer Posted March 18, 2013 Share Posted March 18, 2013 I don't think it's appropriate to immediately look into expensive plugins for something as basic as a loft. The point is, if you can get your model to polys, it can be UV unwrapped. Some methods make it harder than others but usually the topology of a NURBS object is so neat and tidy that conversion to polys is quite successful. Loft it in NURBS using all the splines of that topological map, convert to a dense polygon mesh, unwrap as usual. Link to comment Share on other sites More sharing options...
Josef Wienerroither Posted March 20, 2013 Share Posted March 20, 2013 UV's with Nurbs are even better than with poly modelling They are matematically/automatically generated together with the Nurbs surface So when you are satisfied with your final Nurbs object the UV's will pretty much reflect and run distorion-free across the nurbs surface. So if you place a checkered material on them you will see that it's more or less already UV mapped Of course you than can drop a UV Unwrap on it, but that will convert the whole thing to a mesh again, so you loose the variable mesh resolution options etc... that Nurbs provide... So you should work on the UV's only after you are absolutely sure you will not change the underlying Nurbs object any longer Link to comment Share on other sites More sharing options...
Stephen Thomas Posted March 20, 2013 Share Posted March 20, 2013 Have you tried adding a Normalize Spline modifier before you make the surface? That way you will ensure that each spline has similar number of vertices, which should give a better result. Also it's important to make sure each spline is oriented the same way i.e. vertices are numbered clockwise or anti-clockwise. Link to comment Share on other sites More sharing options...
Chris MacDonald Posted March 26, 2013 Share Posted March 26, 2013 Whilst I'd likely go with some of the answers given previously, I'd also like to point people in the direction of this plugin; http://populate3d.com/products/terrain/ It's pretty good with stuff like this. Link to comment Share on other sites More sharing options...
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