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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #2 (permalink) |
| Extrusion ![]() Join Date: Dec 2005
Posts: 178
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The number of vertices should match. Pipe joints are generally not easy to do. The fastest way is to do a boolean union and leave it at that. Or just slid in the joining pipe without using any collision detection. If you are patient, you could draw edges or verts along the seam and support it by adding extra edges on the pipes. Perhaps someone have some tutes for these kinds of puzzles. Puzzled Paul of Wings3d fame has some of his: http://www.geocities.com/paulthepuzz...ipejoints.html They're a bit tedious to do using other apps other than Wings3d. Perhaps someone here could help out. I'm interested to see some tutes, myself. |
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| | #5 (permalink) |
| Permanent Noob ![]() Join Date: Dec 2005 Location: UK
Posts: 165
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You can boolean the cylinders together and then fillet the join (quick screenshots attached). You may need to add some extra verticies around the cylinders close to the join (see final model in the first image) as if you start with low poly cylinders, the fillet can be a bit coarse. Smoothing the result a couple of stages gives an OK-ish result. Miles |
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| | #7 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Feb 2006
Posts: 107
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Guys! Thanks a lot for the pointing in the right direction! Below is my a very first attempt to use this combination: Boolean -> extrude -> resize -> edgesTool -> smooth -> edgesMove -> Carrara render. As I am new in hex I am gonna improve my result in this way. Once again, thank you guys! Perhaps I have to write this tutorial... |
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