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seanpa

Fill 3 dimensional spline

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Hello guys,

I have attached a scene file with a 3 dimensional spline that I need to get filled.
In the end it should look like the attached screenshot. I modelled it by hand but at some places its not clean, so I would like to redo it with my spline which is perfectly smooth.

 

Thanks so much in advance!

Screenshot_1.png

Outline.c4d

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I dont have much time, but here is a one way you can do this and to create it to be non destructive.

OutlineV1.c4d


| MAXON Quality Assurance Specialist | 3D Asset Creator | C4D Cafe Manager |

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You can't 'fill' a 3D spline directly - you can use it with a generator to produce either final or 'base' topology. However none of the generators we have are really suitable for this shape, which is why the better way to do this is with polygon modelling and Subdivision Surfaces to get the smoothness previously provided by your spline. I used Symmetry and SDS to do this in 3 mins, which I would say is the ideal topology , or close to it..

 

image.thumb.png.7120e58675b99b8e61ee944738f77811.png

 

CBR

 

 

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4 hours ago, Cerbera said:

You can't 'fill' a 3D spline directly - you can use it with a generator to produce either final or 'base' topology. However none of the generators we have are really suitable for this shape, which is why the better way to do this is with polygon modelling and Subdivision Surfaces to get the smoothness previously provided by your spline. I used Symmetry and SDS to do this in 3 mins, which I would say is the ideal topology , or close to it..

 

image.thumb.png.7120e58675b99b8e61ee944738f77811.png

 

CBR

 

 

Thanks for the quick answer, your result looks really good! Would it be possible that you share the scene file with me so I can take a look at it?

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Sure...

 

thing.c4d

 

@Igors suggestion is a neat way of doing it, but whilst it does remain parametric, which makes it ideal for procedural animation etc, the downside is ngons created along the sides, which will have to be manually solved by you if you need to add anything to this mesh later in the process, and with that amount of polygons, that could take a little while, and limits your edge flow choices. Conversely, the polygon version uses far fewer polys to define the form, and allows you to be in 100% control of edge flow, which would make it ideal for further modelling later, but of course it is not a parametric, so less ideal for some animation purposes.

 

CBR

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