![]() The principals and concepts of how these two worlds relate would make a complete set of white papers by itself. That same knowledge can be used in modeling, I know because I have done it for over 20 years and it has solved most if not all of my technical problems. They understood the effect of bending wood into various shapes and degrees. People don't realize that wood workers and ship makers actually solved the problem of surface tension before there was ever a computer. Anyways mastering surface tension is what your really after in your work. The CAD guys don't want to believe the polygon tools will work for CAD work and they are dead wrong. This is why there is such a disconnect between the CAD and polymodeling world. Surface tension is a term used in Sub-D modeling and NURBS from the games side of things so the CAD gurus don't use the term much. What they are really trying to fix is surface tension. people don't realize it but when they talk about curvature combs and zebra analysis, what they are really looking at is surface tension. Surface tension makes up for about 85% of the problems with organic modeling in CAD. Honestly for this design you should be using T-Splines and surface modeling to achieve your final result. If it were me I would separate the two elements of your design. Retopology can fix the transition, but your going to end up smoothing out the first row of holes if your not very careful. It will likely improve the area I was am not too happy with, which is the transition between the gridded tube and the head." for game models and rendering, I have already learned something that only occurred to me very recently after the posts were you mentioned the surface tension. "While I was aware that retopolgy is a very normal workflow e.g. To be honest with something this complex (I don't mean creation just required face count for the design) almost 99% of all modifications should be done in your 3D app Blender. Your grid area should have been made in probably 4 patches and the smooth back in probably 2. I don't know about T-Splines in other apps but I suspect they do not have as much limitations as exist in Fusion. The mistake I see everyone making with T-Splines is trying to do everything as one mesh or one patch, this is a very bad approach to working with T-Splines in Fusion. Each would be combined after all your work is done. If you want the back smooth and the grid more hard edged what you should have done was made this as two models, one for the back and one for the mesh. I am less interested in a perfectly smooth model for this piece as I am interested how you approach re-topologizing the mesh to reduce face count." So don't take it to far with the smoothness. The solid spiral I wanted to be smooth with the grid part more hard edged to look like almost carved out of a solid tube. What I arrived at is what we're discussing here.
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