yanko
2007-06-05, 08:41 AM
Hi, sorry for my bad english.
So I got a high-poly head, smoething simillar to the well-known Zbrush heads, about 2mil polygons when is subdivided. I want 3DS max to make a various number of slices along Z axis with planes parallel to (x,y) plane, wich results to Splines that I want to cut in foam cutter,
The problems are:
1. Theese slices whatever way I can get them from Max would be e 3rd order splines
wich I have to lower their order to 2nd to be a cutable polylines.
2 Whit the lower order there will be a lot of interpolation if I use some algorithm to do this instead of me, I definately will use some because I think there will be about min 45-50 slices wich is very hard to DIY. I will surely loose a significant % of the accuracy wich will result in the final assemblying of the model.
Wich is the best way to get theese 3rd order splines with max % accuracy?
Wich is the best algorithym for lowering the order with minimum loose of accuracy after the interpolation?
So I got a high-poly head, smoething simillar to the well-known Zbrush heads, about 2mil polygons when is subdivided. I want 3DS max to make a various number of slices along Z axis with planes parallel to (x,y) plane, wich results to Splines that I want to cut in foam cutter,
The problems are:
1. Theese slices whatever way I can get them from Max would be e 3rd order splines
wich I have to lower their order to 2nd to be a cutable polylines.
2 Whit the lower order there will be a lot of interpolation if I use some algorithm to do this instead of me, I definately will use some because I think there will be about min 45-50 slices wich is very hard to DIY. I will surely loose a significant % of the accuracy wich will result in the final assemblying of the model.
Wich is the best way to get theese 3rd order splines with max % accuracy?
Wich is the best algorithym for lowering the order with minimum loose of accuracy after the interpolation?