I have a mesh geometry like this, which I have been trying to remodel as a NURBS manually. I tried to use quad remesh/to subD/to NURBS workflow but it didn’t give me quite enough control to get what I wanted, so I’m trying to remodel it manually.
By duplicating edges and rebuilding those curves, and using a combination of DupEdge, Loft, Sweep, BlendSrf, I’ve been able to get some of the way there:
But the problem with those curves is they don’t cleanly intersect, so I can’t split them and use NetworkSrf easily. (Patch doesn’t work well enough in this case either, I tried it.)
Is there some kind of command, that allows these “apparent intersections” to become actual intersections? Something like “pull” but works on curves. I would use InterpCrv but I’m not sure what I should be snapping to.
Thanks for this! I don’t usually use subD but this makes a lot of sense. I took your advice and simplified the topology a lot - had to bring it back into Maya to use Multi-Cut, Merge, etc. to clean up the mesh. Then I used Crease to get the edges to stay sharp. Here’s the result, which is a lot better:
Re what I’m trying to do - The original motivation to recreate the geometry is because I want to import it into Revit and use Wall By Face-type commands with it, do you know if Revit would take subDs like this or would I need to do further manipulation to get it into there?
To that end, I think it’s also a huge part of why I decided to model it as a bunch of faces instead of just subD-ing it as one continuous form…