So, now we are going to finally connect
the splines, which already form a visible
"cage". At this stage we don't
really need a 100% accurate cage, it's
just there to give us a good starting
point. Adding and deleting edges will
be quite easy later.
fig.6:
last splining steps
attach all the splines together!
Remember
to keep the near vertices coincident
in space for the next steps:
when you have all of them good
splines layed out, select them
one by one, enter in vertex
sub-object mode (shortcut is
"1" on the keyboard,
very usefull) and check that
you have vertices at the intersections.
Again use vertex snap to make
intersecting splines vertices
coincident. Again, this is quite
important as later we will apply
a surface modifier which operates
only on 3 and 4 sided closed
splines. Once you have double
checked all of your vertices,
it's finally time to surface
the splines.
First
off, select one spline. Then
click on "attach multiple"
and, from the panel that pops
up choose "all". Now
you have 1 single object made
of several splines (Fig. 6).
For the last time, you have
to be sure all (as usual, don't
be afraid if you miss one intersection
o two, you can always fix it
in the next step) the intersecting
splines have coincident vertices
at the intersecting points,
so you can proceed to the next
step.
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Add
a "surface" modifier
to your object, and lower the
"steps" to "0".
A mesh will magically pop up
in place (no, it's not your
finished car, you x**§|ç!!!)
(be sure to be in a shaded viewport,
F3 on the keyboard, or you won't
notice any differences). Probably
you will get some holes here
and there (at least, i always
do!)(Fig. 7): this means that
there's either a part with more
than 4 sides, or that some vertices
are not in the same position.
In some cases it's obvious how
to fix a hole (just go in back
to your spline in the modifier
stack and then in vertex mode,
snap-move the incriminated vertex
to the right position and voilà,
a face is created). In other
situations it can get complicated
and time consuming (especially
if the hole is caused by having
more than 4 edges for a polygon).
If you cannot fix it now, once
again you are lucky so don't
worry, just try to keep the
holes to a reasonable number,
we will cap them in the next
section!
fig.7:
surface modifier
notice the the damn holes!!!