Hello there,
I am a newbe in this
I am trying to make a quad mesh with sharp edges at the bottom and top of a scanned shoe last,so far no succes.
How do I do this?
BR
Antoine
Hello there,
I am a newbe in this
I am trying to make a quad mesh with sharp edges at the bottom and top of a scanned shoe last,so far no succes.
How do I do this?
BR
Antoine
Hi Antoine -
Just from that image, it looks like you might be able to just convert that to a SubD object and then insert a crease? Best to post a 3dm file for better help…
-wim
Hello Wim,
Hereby the file of the last
The sharp edges are detected at the top but not at the bottom.
BR Antoineproject remesh leest 22-12-20.3dm (945.4 KB)
Hi Antoine,
Here’s a way to get that crease on the bottom…
Hello Brian,
Thanks for the reply this was a last I had in my library,
Can you do this with a last I scanned myself
Thanks in advance
Br Antoinelast scanned.3dm (1.2 MB)
The workflow would change a little for the scanned one. Instead of extracting and duplicating a border, you would need to Project or draw a curve representing the crease to feed into QuadRemesh. Then the same step of setting that curve as an edgeloop influence and Crease on it after would work the same.
Thanks Brian,
Will try this and then come back if it works well
Thanks Brian,
Will try this and then come back if it works well
It’s not working here I cannot draw a line on the mesh that follows the edge exactly and the quadmesh gives a result that doesn’t follow the line can you make a video of the last file I uploaded ?
Sure, here you go. Use Vertex Osnaps when drawing an interpolated curve on the mesh.
Thanks a lot Brian I am going to try this looks good
The examples above are great at clarifying how this works, but I’m not finding a way to preserve the sharp edges of this particular object in a quad remesh. I presume this one’s more demanding than the shoe above because most of these edges are so obtuse. Any advice would be appreciated. At the bottom of this post I’ve uploaded an Image of the object and the object itself
What’s behind this effort is that I’m flowing quite a few of these across varying compound curving surface, and quads flow much more quickly.
thanks for any assistance.
Flame.3dm (389.5 KB)
I would only quadremesh the curved side of the object and do the backside with the step manually.
The result is better when you first convert the polysurface into a mesh.
Actually, look…
Flame mrtn.3dm (2.0 MB)
Thanks Martin. Your models – including in the lowest image – show the issue I’m having with edges which are more (and in some cases lesser) than 90 degrees: they’re all rounding, but I need each one to remain sharp.
The best topology is done through modeling by hand and from scratch.
Modelled the flame object by hand from scratch as a nurbs object and am now flowing 28 of them in various positions and layers across a compound curving surface using FlowAlongSrf. They need to exactly fit after the individual pieces are fabricated with cnc, which is where FlowAlongSrf comes in. With a nurbs flame object it’s working, but time-consuming and not robustly adjustable with History with each tweak. Since flowalongsrf updates quickly with Quads, I’m hoping to find a way to create a quad object and as far as I can tell that’s done applying QuadRemesh to a polysurface or mesh.
I meant model as SubD instead of modeling as nurbs…
I see, yes, thanks Martin. It seems that’s what this calls for. I’m sure it’s possible but It looks like a challenge to create this object in SubD because its corners are all sharp and very little of it has the bulbousness which SubD provides by default. In any event I’ve never modelled in SubD beyond coarse terrain topography on a site - I’ll need to learn more for a future project. I’ve been using outlines as proxies and FlowAlongSrf with history for aligning these things, and as the final steps I’ll just have to endure the 6 minutes it takes for each FlowAlongSrf for the nurbs object.
What are the surfaces like you’re using for the FlowAlongSrf?
Can you share a full file with all relevant geometries?
Thanks! The file is below the image here, which shows the object to flow in green, the base surface in grey, the target surface from the host object in light green, and a flowed surface in teal (which took 6 minutes). There’s a problem with the tip which I’ll need to edit after the fact because it overhangs the object to which it will be applied.
Yeah that takes forever. I noticed your base object is exceeding the reference surface. I moved it so it is within the surface and the command executed in less than a minute.