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Dear Jim,
Thanks for your help, but I never did NURBS modelling before. As a
matter of fact I am pretty new to 3d graphics all together. Where do I go
to learn the basics of modelling with NURBS in blender, as that is the
modeller that I have which supports NURBS? Thank you very much for your
time and consideration.
Sincerely,
Christopher Koeber
Jim Charter wrote:
> Getting geometric shapes that smooth at the edges and smoothly fillet
> together at joints, such as you find with automobile bodies, is a matter
> of constant invention and modelling skill. Basically it is done best
> with NURBS modellers, like Rhino, (since I think that long before
> computer graphics, modelling prototypes for automobile designs was what
> splines were originally invented for), or the more recent polygonal mesh
> modellers, like Wings. In POV this can be achieved also through
> dexterous use of the bicubic patch. Many do this with hand coding. A
> modeller that produces results in bicubic patches is Hamapatch,
> successor to sPatch.
>
> If you want to use solids your options include some use of differencing,
> and intersection to try and approximate the smoothing you want. There
> are various macros for producing rounded boxes from spheres, cylinders,
> and boxes for instance. There is also a rounded box available with
> isosurfaces.
>
> Isosurfaces give the means to get a variety of geometric shapes to
> smooth together like blobs. The blob primitive itself only supports
> cylinders and spheres. With inventive use of scaling the basic blob can
> go a long way towards a believeable autobody. The use of isosurfaces
> could push it farther.
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