I use a combination of Rhino and Zbrush for conceptual design work, but only occasionally so my skill are VERY limited…
I needed to create a sheepskin rug outline shape in Rhino to drape over a chair in Zbrush. The shape is fine (very simple) but I’m struggling with getting a tapered soft edge (see in the attached pic). I started by drawing a curve in the shape of the rug, then made into a planar Srf and extruded up. I then deleted the sides and used Blend Surface. This gave the result in the pic which I then used Quad Remesh on to give something I could import in Zbrush (see pic).
Problem is that the curve/edge blend isnt even all the way around so when I rebuild the curve in Zbrush it gives slightly wonky edges. Is there a better way of doing this in Rhino?
Also, is there a way of doing this with SUB D? I tried but cannot for the life of me figure out how to drag an edge loop outwards in all directions with a shape like this? Doing this would be so much easier.
Hi Pascal, I’ve attached the file here. You can see the one shape like on the image posted above and the others are test pieces. I tried making a sub D mesh from the planar surface with no edge fillet but it doesn’t come out right for some reason…
It’s certainly close, but uneven along the edges, most likely because of the messy mesh I gave you. I’ve attached another file which should illustrate it better. There is a surface with a nice edge profile that I’d like to replicate in SubD as it isn’t even all around in the nurbs version. Next to the nurbs model is a sub D of a different shape. I figured you could just ‘pull’ out the middle edge loop and then de-crease the top and bottom edge. But I’ve no idea how to pull that loop out?
Yea that and also because the mesh points aren’t perfectally vertical between the top and bottom surface. Thats why I sent across another model. Is it possible to pull an edge loop out in all directions in a shape like this in SubD?
That’s EXACTLY what I was looking to do. You’re a legend!!! Just out of interest how would you have done the same thing in nurbs? The blend surface command I tried worked OK but not perfectly
It looked great but I think there were quite a few variations going around the perimeter. It became more obvious when converted to a mesh and the taper was thicker/thinner in areas. It’s visible in nurbs as well but very subtle.