Apr 2004
1 / 8
Apr 2004
Apr 2004

Im working on a head, but i have been making only one half of it, I wanted to see a rough render of it as a whole. What is the best way to make it whole, I tried a boolean but it messed with the geometry a bit, is there any way to make it exact?

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    Apr '04
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    Apr '04
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Try this:
1. Use Duplicate/Instance. This will make a copy that automatically updates with the orignal. FYI: Instance copies save memory.
2. Change the X scale to -1 if looking at front of head in front view. If right view use -1 for Z scale.
You should now have a new half that will update automatically when you change the first.

To the the halves together without a seem.
Using a surface model:
1. Move the halves (just a little) away from the parting line, so you can fit a new surface between them.
2. Use Dupicate/Expand to drop the istance to regular geometry (or just copy the instance).
3. In the Perspective View rotate the model so you have a good view of the adjacent edges.
4. Use Draw/Merge surface. Click on the edges to join. You should see a purple highlight on the edges. This will get both halves together by using a smooth blend between them. Disgard original surfaces.

If there is still an obvious bump where the seam was:
1. Use Edit/Add Point to add an extra row of points just to the left and right of the parting seem points. This may not be needed.
2. Use Edit/Delete Point to delete the rows causing the bump at the seam.
3. Use Edit/Add Point again to add another row in the middle if needed. This row should be smooth now.

I highly recommend practicing the merge surface command. You will find it very useful for a lot of shapes. Every surface has a U side and a V side no matter how complex the shape is. Merge Surface simply joins the sides you ask, but it takes some practice visualizing what you want.

Hope this helps. If you need more details or have more questions, just let me know.
Urp

Something else occurred to me...

Using Draw/Merge Surface will merge to surfaces. However, what do you do to close the remaining U or V sides since these would be on the same surface? Use Draw/Open Close on the surface. Thus you use MergeSurface for one set and close for the other set of edgs. It doesn't matter which is used first.

If you have your CD's handy- see if you can find the "Basket Boy" tutorial on the library CD. This goes over a standard radial head, and highlights most of this stuff. www.edharriss.com has some good tutorials, but not sure what is there for Soft 3D these days.

Hope this helps,
Urp

I tried it but nothing seems to happen when i Expand, because when I go to merge it still asks for a surface.

Hmmm. Should work. If you look at the instance in the schematic view it should be shaped like a trapzoid. When you expand it should turn into a rectangle when it exanded into normal geometry.

My guess you aren't quite clicking on the edge you need. Did you find a good view of the edges in the Perspective View? Perhaps try a shaded view and go to setup (on window border) select show icons and unselected highlights. This should give you wireframe added with shading, which should make everything pretty clear.

Keep asking if you are still having problems. We'll figure it out.
Urp


Still problems with it wanting to recognize the object as geometry.

it change to a rectangle in the schematic view though.

Why don't you just play with a couple of hemispheres or cylinders facing each other in a similar way and get a feel for how the command works. If you copy the instance, the copy should be normal graphics too.

Any chance there is geometry, perhaps wireframe near the edges you are trying to merge? Why not turn off display of everything but the two surfaces you are merging, just to be sure. Just select your two surfaces and select Display/Hide/unselected to turn everything else off.

Try and locate the Basket Boy tutorial. Maybe it will help you uncover what is going wrong.

Urp