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Workable geometry out of Illustrator import

Posted: Tue Nov 06, 2018 6:24 pm
by CharlieOsa
Hey everyone, I hope you are all doing well.
I need help :icon_getmecoat:

Got a project from work of re-creating Herman Miller Mirra 2 chair, it is such a nice chair with beautiful pattern. I re-created the pattern inside Illustrator and want to make something to work with out of it but it is such a pain!I I am working inside 3ds max so and this is what I have done:
  • Got my pattern in a form of spline inside Max
    Applied Extrude modifier
    It leaves me with one huge capped n-gon with no connections at all, whenever I want to connect some verts manually Max crashes soones or later.
    Tried different approaches and also looked for scripts to automate it but with no luck.
    Tesselation gives super ugly geometry and Quadrify breakes everything
The solution I can think of is bridging all the holes manually which will take a lot of time.
I am sure there is a way to get it done fast.

Any ideas?

Re: Workable geometry out of Illustrator import

Posted: Wed Nov 07, 2018 10:20 am
by CharlieOsa
I want to achieve this: (bought model)

Re: Workable geometry out of Illustrator import

Posted: Thu Nov 15, 2018 5:45 pm
by Nominous
Hi, this would be my workflow using the techniques that I'm most familiar with:

1. Gather reference images of the chair from multiple angles.
2. Accurately model the back of the chair without holes. Pay attention to its curvature.
3. Model the holes as separate objects for use in ProBoolean subtraction. Repeating details are cloned and tweaked. Here, they seem to be a disc, peanut, and cheese doodles of varying curvature.
4. Cut the back of the chair in half vertically in order to use symmetry later and save time. Clone and tweak the ProBoolean objects until they match the reference holes, and then use ProBoolean subtraction.
5. Collapse the ProBoolean into an Editable Poly, delete unneeded verts, apply TurboSmooth + Chamfer modifiers, and start connecting verts and creating edge loops where needed to avoid pinching.
6. Apply a Symmetry modifier. Done. Now start modeling the back's reinforcement or whatever that is and either float it or attach to the back depending on what you're using it for.

The problem that I see with your approach is that you didn't take the curvature of the back into account when creating your cutout image. Now you're forced to model the curvature by adding edge loops, connecting them to the holes' verts, and rearranging both the back and the holes, which looks like a huge headache. By modeling the curvature first and using ProBoolean to cut out the holes, you'll save a ton of time and be more accurate.

Concerning the topology of the holes after using ProBoolean with my method, I don't think you have much choice but to connect verts and create additional edges in the back's silhouette to accommodate the holes' edge flow. If you use ZBrush, I guess you could try importing a post-ProBoolean mesh and placing ZRemesher guides to attempt creating automatic edge flow. Hope this helps!