I’m starting to play around with surfacing a really smooth “futuristic” wheelbase concept for fun. I’m specifically trying to maintain principals I’ve read on here, like:
- Keeping everything single span
- Sticking primarily to only deg3 and deg5 curves/surfaces
- “Sculpt and match” versus getting too “curves in / surfaces out”
But I’m already running into walls and could use some help.
The first big question is what’s the best way to approach filling in this transitional surface area? I think it’s pretty obvious/intuitive what the missing surface should look like in theory, especially if you look at the file — so it’s more a technical question than a creative one. The question is, how do you build this without cheating and using a patch tool, etc?
I’ve tried a dozen ways of doing it and just can’t make it work. I’ve tried extracting isocurves from neighboring surfaces and then creating a set of blendCrvs, and then using EdgeSrf to fill in planes, but the curves and surfaces never quite transition properly, and it’s seemingly impossible for me to match them.
I also can’t figure out the best way to avoid 3 or 5 sided surfaces in this area. I’ve watched plenty of tutorials on how to creatively find 4-sided surfaces, but struggling with applying that general idea here.
The second question is why are these 2 surfaces showing glitchy breaks like this? On paper they should be seamless:
- The surfaces have the exact same control points
- I’ve run MatchSrf countless times on them
- The edges of the surfaces are G2 continuous and I’ve checked a dozen times…
So what’s the problem… why are they not rendering as watertight?
Here is my file for anyone interested. Thank you!
help.3dm (953.0 KB)