I’m struggling with a surface that I’ve lofted throught a series of mesh_intersects.
The lofted surface has been edited using only the surface control points and not the original curves and history, for time saving really. The result had a few anomolies that I corrected by dragging control points around. However, I still have a surface which has a couple of holes at the point where my original curves started to sweep around the ends to close the loft. The surface is also quite tight (by this i mean that it’s highly sensitive to manipulation, giving a fairly unfair surface. Is it possible to make the lofting a bit “looser” at this stage?
Lastly, how can I get the ends to be represented as a fair nose/tail and not segmented as seen in the last image?
I rough out the form with lofts. Then I’ll split it up to make bezier surface patches for all my primary surfaces. That dictates how many sections are needed to define the form. I also do some point editing with curvature graphs on. The hard part is always the trims and blends. I use the pipe command a lot to create the trims.
Last I know if it the molds were made. It was a long job started with an almost worthless scan and too many revisions.
Good design is also taking care about the details, and to control everything almost any shape must consist of multiple surface, which clearly determine the flow of form and reflection.
As @Stratosfear shown, you usually model from from big and low curved to small and highly curved surfaces. Always build theories, so all of your big main surfaces somehow match positionally (if possible). Then blending or filleting them always works well.
However ellipsoid shapes are always difficult to model because they always have strong curvature in multiple directions.
Rhino does not like it when the u- and v- direction of a NURBS surface are parallel. The bad shading indicates that there is a problem. If you try to offset this surface it will probably fail or result in a bad object.
Jess, that is exacly one of the problems. So I’ve tried extending the surface and untwisting the edge. It’s time consuming but I’m thinking that I can then trip back to the centerline…
Jess, that is exacly one of the problems. So I’ve tried extending the surface and untwisting the edge. It’s time consuming but I’m thinking that I can then trip back to the centerline…