I'm using 3ds Max but a technique from anywhere should work.
I need an accuarate way to thicken a surface. When I use the shell modifier, the results aren't as clean as I need. I think it's due to the direction of the normals for individual polys (I've checked ' straighten corners' too). I'm trying to get a uniform and straight shell. I've tried copying the surface and applying a push modifier but I'm getting the same results.
How should I be tackling this for the best results?
Hi Duron. I don't think moving it by hand would work as the surface is curved (scaling it inwards may). Do you know what is causing the shell to do this and how I can prepare the surface (before shelling) to prevent it?
P2sta. I'm thinking that there might not be a solution but I'm playing about with it at the mo. I've got it clean by extruding the faces as a group, then scaling in one direction. Now I just need to figure out how to scale in the other direction correctly to keep the profile.
No, it's to do with the direction of the individual polygons' normals. I can't seem to get it when scaling in the opposite direction either as it changes the profile. I'd need to keep the front faces where they are and move the back faces inwards, but this alters the curve.
It looks like the surface needs to be duplicated and the verts moved manually and aligned. I want to get nice accurate corners as it's for close up details (the mesh is quite dense). Painful.
Shell Mods is the best way like everyone say... Alternately you could try several things before adding shell mods:
-Hit Reset Xform and collapse the geometry under modifier list
-Convert from Poly into Mesh then again Convert into Poly.
-Remodel surface and get this correct.
There are times strange things can happen to geometries after modifying... first two steps above could sometimes help reset poly normals or edge directions
Hi Equinox. I do reset Xform and collapse the geometry. I don't think that's the issue here though.
"Remodel surface and get this correct"
Can you explain what you mean? You mean remodel the surface before aplying the shell modifier? If so, how do I model it correctly - What am I aiming for?
I nearly got good results by: cloning the surface, scaling it in one axis, then I needed to use an FFD modifier to scale it in the other axis whilst keeping the front edges where they are. The problem was, in Max, the FFD modifier doesn't work, the Set Volume and Deform: All Vertices don't work, so I couldn't keep the front edges in place. Anyone know of a workaround to get FFD working, or a plugin?
So is that what you do; copy the surface, scale and then use the FFD modifier? I'm having problems with the FFD modiffier (as mentioned above) - I can't get Set Volume to work.