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tilite
06-09-2005, 05:59 PM
So there has been alot of attention on meshing such as how to mesh and exporting meshes (files types and such).

What i want to do is prepare a sticky with links to good tutorials that explain meshing and ALL of the technical aspects not just touching the surface. So i will keep this short.

If you know of a good tutorial on the matter please PM me.
If you understand the matter complelty and are willing to spend so time writing a tutorial or even an in depth explanation please PM me.

[edt] also the same applies for exporting files in different formats and how to go about it.

If we get these prepared the Rhino forum will definetly be thankful for it!

andrewjohn81
06-09-2005, 06:19 PM
I've seen most of the existing tutorials. I think there are alot of people who think they know the best way, so they write about it. The problem is, the "best" way is different for so many different types of shapes and is also different for the different type of output.

If someone wanted to do it correctly they would have several different documents. One showing differnet techniques for machining, for rendering, for low poly rendering, for animation, and for whatever else they can think of. In those they would have to give examples of a bunch of different styles of shapes so that people could relate it better.

I think the best way to learn is just to learn what each setting does and how they can work together, then just use your best guess for each object. I'm not sure if in depth tutorials would help though.

tilite
06-09-2005, 08:46 PM
yes i see your point, maybe an indepth tutorial is not what we need here. I will be one of the first to put my hand up and say that i dont understand as much as i would like too.

Maybe what we need is quidelines, a collection of guidelines to lead people in the right direction for whatever task they may need to complete.

What if we turn this into a developement thread? Where all Rhino users can some to post there tips on the topic and we can begin to compile something of our own!

After some time goes by we can write our own guidelines... i am more than happy to write this but it will need to be check over and over again :hmm:. But once that is finnished im sure it will be a great read! :thumbsup:

Im not talking a 400 page manual more an average tutorial length, describing what we have learnt from our own expierences.

What i want is to eventually have this Rhino forum attracting as many Rhino users as say the 3DS Max forum does its users - of course with the respected ratios.

It think it would be quite nice to hear "So you use Rhino? Have you been to cgtalk?". A household name between all Rhino users.

Im sure providing relevant infomation like this is a great start.

So if you want to share any infomation of tutorials that have helped you with Rhino please do. When i find time i will do the same.

erlik
06-10-2005, 10:01 PM
Here's the link to Xurge's explanation (http://www.runtimedna.com/messages.ez?Form.ShowMessage=5424) of what particular values in the meshing dialog box mean for the resulting mesh. It's at RuntimeDNA and you might need to register (I'm a member, so I don't remember), but it's free.

The image is missing, but it just shows that you have to use only Max distance and Initial quads. He's talking about meshing for Poser, though, which has different demands than some other programs, but the explanation lower down on the page will tell you a lot.

erlik
06-11-2005, 01:19 PM
Here's two more articles about meshing in Rhino, both on Renderosity.

The first one (http://www.renderosity.com/messages.ez?Form.ShowMessage=2039769) is a bit newer (a month) and goes into very great detail about relations between individual settings in the meshing dialog, poly count, meshing time and quality of the finished mesh.

The second one (http://www.renderosity.com/messages.ez?Form.ShowMessage=1964732) is shorter and gives a very good explanation of the settings in the meshing dialog box and is even better in that regard than the explanation at RuntimeDNA. You might go with this one first.

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