Jump to content

Archived

This topic is now archived and is closed to further replies.

Guest archtop

Modelling An Archtop Guitar

Recommended Posts

A hypernurbs surface doesn't pass directly through the control points, so even though you have set the points to be flat, the surface will curve above the second row. In order to get a flat start, you need 3 rows of control points set to the same position. 2 is not enough.

Share this post


Link to post
Guest archtop
  • Topic Author
  • Thanks Steve. That worked perfectly. J

    Share this post


    Link to post
    Guest archtop
  • Topic Author
  • Back again... sorry!

    Don't mean to 'milk' the forums but...

    I need to extrude these polys out (along their x/z axis) not just in one direction, but out from the centre of the object (if you know what I mean?).

    SO nearly there with this.

    Thanks everyone,

    John

    post-58759-1226878858_thumb.png

    Share this post


    Link to post

    Not quite sure what you mean. When you extrude polygons they are extruded in the direction that the polygons face is pointing in (referred to as a normal). If you want the extrude in one direction only do an extrude of 0 movement then use the axis arrow to move those polygons.

    Hope this helps.

    3DKiwi

    Share this post


    Link to post
    Guest archtop
  • Topic Author
  • You're absolutely right 3Dkiwi.

    When I tried to extrude last night the tool wouldn't work at all. I think it was a memory-related problem. I had just performed a boolean with the guitar f-holes and the new body which has lots of poly's now, so the system was probably still catching up.

    Cheers,

    John

    Share this post


    Link to post
    Guest archtop
  • Topic Author
  • Hi again!

    More guitar parts in progress... I'm working on a compensated bridge at the moment. I used the boole tool a lot for this. It is almost exactly how I want it apart from a couple of sharp edges. Anybody know how I would put a nice round edge on these, bearing in mind it doesn't have a neat polygon structure?

    Just ordered my CNC machine so hopefully these models will become real life objects soon...

    Cheers,

    John

    post-58759-1227190091_thumb.png

    post-58759-1227190106_thumb.png

    Share this post


    Link to post
    Guest Andoy
  • Topic Author
  • the thing with Boole's is that they rarely leave ou with a nice poly flow even when extreme beforehand planning is used.

    What i usually find is that i have to manually weld points and use the knife tool to get a nice polygon structure with which to work with.

    i know this can be tedious and a real pain at times but i personally think the effort is worth it in the long run..

    Share this post


    Link to post
    Guest archtop
  • Topic Author
  • Thanks Andoy

    I was afraid I might have to do that!

    J

    Share this post


    Link to post

    One approach you can use that I sometimes find quicker when face with manual mesh optimisation after a boolean operation is this (it avoids the Weld step):

    Turn on the filter for N-Gon lines so you can see them.

    For each face you want to optimise, select all the polys and use the melt command. Keep on doing this until the only non-N gon lines left are the ones you need to keep.

    Switch to the knife tool. Make sure that "Create N-Gons" is switched on (or you will get a mess), set snap to Points, and switch to point mode.

    Now you can cut your mesh from point to point in a neat, considered, way. Sometimes you may be able to leave some N-Gons and triangles. If you are putting the mesh in a Hypernurbs, try to get as many 4 sided polys as possible and hide the triangles on a flat surface.

    Share this post


    Link to post
    Guest
    This topic is now closed to further replies.

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×
    ×
    • Create New...