Please help me to create the ship surface from transversal and longitudal splines (and also the profile) . I did it before with shell modifier but I need to be just surface not having a volume. I guess need to normalize the splines ( say a knot every 5 cm or so, all running in same direction). I am willing to give you the splines and give me back the surface.
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There is a modifier called Surface that will 'cap' any triangles or quads in a single Spline object. So if you attached all of your spline object above, as long as there are vertices only where lines cross, it would create a complete surface. Depending on how it is built now, you might want to look at using Cross Section (either the modifier or the tool within the Editable Spline object) to connect the spline sub-objects.
Chris Medeck
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Thanks for the answer, the Surface modifier cant make it work as all the splines are created independently ( even after Optimizing or Normalizing). Cross Section works but only using lines in one direction ( this tool creates the lines in other direction). I am looking for a way to make a mesh with all this lines.
It looks like you have half-breadth curves (top view, constant z), and body lines (right view, constant x).
You might consider making two separate surfaces for these two sets of curves and then make buttock curves (front view, constant y) by slicing the two surfaces. This would give you a feel for the deviation between the two sets of curves. You will probably find that different areas of the hull are better defined by one set of curves over the other.
I don't think it is worht getting too focused on the accuracy of the final surface as Max's limited precision is not aimed at precise modeling. Max is best suited for generating good images not data for an engineering analysis.
It is not possible to create complete surface using both sets of curves. @leeminardi was right to use either one or the other set, I split t he model the nose, the bulb, the long body, and aft part on 3 different parts to create the complete surface piece by piece. I did on every piece the splines in one directions attached to one and cross section on spline level ( normalized first to either 50,40 or 30 knots and make sure starting from one of the sides - colapsing the stack or spline select) and then Surface modifier. Now have to stitch them.
It is possible. But, luckily, unnecessary because Cross Section (followed by Surface mod.) will create second set of splines instead we detaching (maybe/probably all) splines to separated obj. and attaching those again in desired order to single spline obj.
Anyway, keep splines and surface as simple as you can and define curvature/smoothnes at the end/top of mod. stack with something like Turbosmooth mod.
P:S.
"Max's limited precision" have nothing to do with anything, symplest way to say.
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