I followed all your steps without trouble until when I come to blend 2 sets of rectangular edges in which there was no reaction from my moi3d v3.Then i tried all options: loft,sweep & network in which only the last one allowed me to make faces for the scoop similar o the one you created with blend command; yet the resultant geometry by netwk+extrusion was not solid even after having join command applied to entire object. I wonder if you can tell me how to correct my mistake? tks.
lol Sorry I meant modelling with nurbs. Ive been modelling for 4 years now and although Ive heard of nurbs of course but never heard of this workflow or program. Just trying to figure out if its worth investing into.
Ryan Stever NURBS are good for hard models. Especially those that will be 3D printed or part of a manufactured design product. Because they are typically used in solid modeling, they can handle Boolean operations, chamfers and fillets with ease. They're not very good at building game assets, or models for VR, AR and MR. Also, they're not typically very good at making lots of iterative changes on a design. Hope that helps.
How is it not good for building game assets? The ability to export two different versions of your model both low and high poly at the click of a button seems perfect for that. This alone seems to be better to build game assets than a traditional software like 3DS. I would much rather build one model than two every time. Just wondering anyways.. thanks for the info, im always looking for better tools for hard surface modelling.
Can you tell me how you get those alignment/obj library buttons along the bottom?
Thanks a lot Chipp!
ShrinkTrimmed was exactly what I was looking for
I followed all your steps without trouble until when I come to blend 2 sets of rectangular edges in which there was no reaction from my moi3d v3.Then i tried all options: loft,sweep & network in which only the last one allowed me to make faces for the scoop similar o the one you created with blend command; yet the resultant geometry by netwk+extrusion was not solid even after having join command applied to entire object. I wonder if you can tell me how to correct my mistake? tks.
The same here...
Don't bother yourself asking Chipp. He don't read comments and he is doing this stuff maybe for somebody sitting next to him not for the public:).
Is that Shrink Trimmed Surfaces Command an extern script or does it come with Moi3d ? Where did you download it ?
+Jevgen Sailor See: moi3d.com/wiki/Hidden_Secrets
If possible to make violin top arch in this software
Ok, so why arent people modelling this way instead???
I don't know exactly what your question is. This is the proper way to model a scoop in MoI on a compound curved surface.
lol Sorry I meant modelling with nurbs. Ive been modelling for 4 years now and although Ive heard of nurbs of course but never heard of this workflow or program. Just trying to figure out if its worth investing into.
Ryan Stever NURBS are good for hard models. Especially those that will be 3D printed or part of a manufactured design product. Because they are typically used in solid modeling, they can handle Boolean operations, chamfers and fillets with ease. They're not very good at building game assets, or models for VR, AR and MR. Also, they're not typically very good at making lots of iterative changes on a design. Hope that helps.
How is it not good for building game assets? The ability to export two different versions of your model both low and high poly at the click of a button seems perfect for that. This alone seems to be better to build game assets than a traditional software like 3DS. I would much rather build one model than two every time. Just wondering anyways.. thanks for the info, im always looking for better tools for hard surface modelling.
Ryan Stever The polygon mesh exported is difficult to edit or UV unwrap