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Mesh Objects 'Surface Blending' new technique

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us-arizona
Hey all,

I want to share a little discovery I have made on blending two objects together, making them one object, but blending their mesh better, faster.

Ever since Gerard showed off his modelling abilities on making wing root blend flares, I have always been trying to find a way to blend objects better and faster. This latest find helps alot.

First, keep the two objects separate, Un-Attached. Brind down the edges of the one object onto the surface of the base object surface you want to blend it to. I go into Vertice mode at this stage and bring the Vertices down to the surface, making sure they touch. This is important. You will have to trim the object if it goes 'through' the surface. You want every Vertice to only be 'touching' the surface, not hovering or going through.

Next, delete the Polygons on the 'base surface object' that the other object is touching, so that no polygons will be touching the object.

Third, Attach both into one object. Save as Editable Polygon (Important for next step). Go to Polygon mode. Click Create and make a Polygon that is a bridge that connects base surface object to new shape object's edge. Turn off Polygon Mode, turn on Border Mode (only on E-Polys) and click the edge that is the cutout around the new object zone. It will turn red. Click the button Cap. Its now a complete polygon all around.

Fourth, go to Edge mode. Click Create button and start adding Edges (Polygon Edges) to the base surface object zone that touches the new object, making the shape more solid (looks goofy without proper edges in it).

Lastly, use 'Smooth' and resmooth the hybrid object.. Note, you can smooth only certain area's. I found I could smooth the globe spheres on the Diamond cowling separately, giving them their own Smooth number.


This process omits you having to weld 'precisely' every single Vertice set together to 'carefully' bring the two objects together. Here, it is done more faster and with same results.

Time is money. Faster processes are a blessing..


Screenshots;
Sketch how the system works
Cowling on the Diamond, shows spheres that are built into the shape, welded/integrated into the cowl shape.







Bill ohhh.. featuring extra large metallic eyebrow units
 
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Nice idea Bill! Adding edges post-Cap makes sense and would probably correct the horrors I've had otherwise. :teacher:

Looks a very "Lionheart" aircraft to model too! Have you seen this pic for the VC?
 
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Thanks Tom.

The Twinstar is only a 'wings' model for a company that I work with every now and then. That is one sharp panel photo. Man.... Nice find.


Bill ohh
 
If you're a 3DS Max user, you can use the "Bridge" functionality of "Edit Poly" (and maybe "Edit Mesh") to save yourself the "Make bridge poly and cap the remaining hole" steps.
 
Thanks Tom.

The Twinstar is only a 'wings' model for a company that I work with every now and then. That is one sharp panel photo. Man.... Nice find.


Bill ohh

You know, several months ago I wrote to that company (per your advice). I never even got a reply. Oh well...
 
Man, they kept emailing me. I figured you ignored them. I had sent your info to them Bill.

You could have easily done that Twinstar as you already have the parts.. arrgh.. What a mess that was. That is one SOPHISTICATED cowling shape...




Bill ohh
 
If you're a 3DS Max user, you can use the "Bridge" functionality of "Edit Poly" (and maybe "Edit Mesh") to save yourself the "Make bridge poly and cap the remaining hole" steps.

I was thinking the same thing myself. It had never occurred to me that you might not have that capability in Gmax.

Regards, Mike Mann
 
If you're a 3DS Max user, you can use the "Bridge" functionality of "Edit Poly" (and maybe "Edit Mesh") to save yourself the "Make bridge poly and cap the remaining hole" steps.

Nice.. I didnt know you could do that.
 
I was thinking the same thing myself. It had never occurred to me that you might not have that capability in Gmax.

I've really missed it a few days agoin GMax, but solved the issue like Bill did.
 
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