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  1. #1
    CG Cars Member
    Autodesk Maya Mental Ray
    Status : Offline
    Join Date: Mar 2006
    Location: Michigan, U.S.A.
    Posts: 722

    Modeling hood endoskeleton

    I'm stuck on the area of designing the inner portion of
    the m3 hood (attached image as reference)

    Considering the fact that there are multiple holes, it's wise to
    use nurbs. I know how to create holes onto surfaces with nurbs,
    but I don't know how to model in nurbs exactly as I would with polygons;
    is it possible to extrude edge line surfaces for nurbs as you would
    for polygons?

    I attempted to model the inner hood in poly's, then convert to nurbs:
    create holes, and convert back to poly's, but the result wasn't good.

    Thanks in advance for help and suggestions
    Attached Images


  2. #2
    CG Cars Junior Member
    Status : Offline
    Join Date: Sep 2006
    Posts: 82
    I'm not sure about the NURBS commands in Maya, but you should be able to sweep profiles along the shape of the hood for most of it. You would need to blend at the intersections where each rib connects.

    If your hood is built in NURBS, you could easily offset a copy and split for each rib section;that would be the simplest and fastest way, IMO.


  3. #3
    CG Cars Senior Member
    Status : Offline
    Join Date: Apr 2006
    Posts: 6,957
    if you're using maya nurbs, you could intersect a lofted or extruded tube with the original part. that could work out as an extusion. you could also take the surface curve used to trim and work with that (though those tend to be a bit weirder). sorry for not being specific, i haven't used maya in 3 years. Click here to enlarge

    regards,
    rodder


  4. #4
    CG Cars Member
    Autodesk Maya Mental Ray
    Status : Offline
    Join Date: Mar 2006
    Location: Michigan, U.S.A.
    Posts: 722
    Thanks for the tips and advice/s
    Another method that I found was the use of
    birail for nurbs..
    It would be best to just disect each element into its
    own part, and start from the general shapings, trim
    surfaces, then convert into poly's for detailed

    It's kind of frustrating for such a complicated and
    unpopular infrastucture for modeling, but it's
    worth it


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