Imagine the following scenario: I import a bicycle helmet mesh into 3ds Max. I now want to warp around it a form-fitting NURBS surface. I want the NURBS plane/surface to conform to the helmet mesh, but stay a NURBS surface so I can tweak it as I wish from its CVs. I do not want to CONVERT the bicycle helmet mesh to Patch and then to NURBS, because the results are just an awful mess. Is that possible?
So why would you wanna do this? NURBS-modeling in 3dsmax is a dead concept. If you just want a cleaner mesh you can retopo it using the Freeform tools and the use Turbosmooth/Opensubdiv for final surface.
Because I want to be able to do this with my NURBS surface. NURBS surfaces allow you to traverse their U and V in a far more expressive manner. I write my own scripts so this was done generatively. The problem is I need the NURBS surfaces to deform according to another undulating mesh that is imported from a different piece of software. So, the question remains: Can 3ds Max deform a NURBS surface according to a different mesh object while maintaining its NURBS characteristics?
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