Hi, I'm having real difficulty with this and was wondering if someone could give me some advice. I've tried many youtube vids and I'm going round in circles (no pun intended). I'm trying to model a wheel rim with holes in it (as they do) I'm trying to do it with Nurbs but could be polys as well, anything that will work really.
If necessary I can just keep it as Nurbs - I just want those lovely smooth curves that Nurbs do well!
I just want to loft between these curves selected with the hole subtracting inside it.
I know how to do the whole project curve to surface and then trim but when I do the Nurbs surface then has this horrid jagged outline, why am I losing the Nurbs surface smooth shape in this process?! Yet the hole looks fine.
Any advice much appreciated.
Solved! Go to Solution.
Solved by damaggio. Go to Solution.
This should be done with SubD. Maya is not a CAD software and therefore more difficult
with Nurbs workflow.
You've already modeled a fender in SubD, it would be faster also because the pattern repeats.
Ok, I've got there in the end with polys but now I've got a new problem I'm getting stretching when using chrome default in Arnold standard surface shader. But it's not a UV thing as the UVs look fine as you can see with the checker texture. 😕
Uv's have nothing to do with reflections, in fact you can delete them and it will still shows the correct reflections.
What you see is correct according to the surface. Everything is reflecting right, good job.
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