Warning! This section contains some informations and/or images which were produced in version 1.2 docs. Therefore, this page shall be considered as a draft, the intended version 1.3 page will be ready soon.
This is where to start if you want to make a model from scratch.You will find more informations about this in the section dedicated to Custom Primitives
Apart from the shapes you can generate with the Composition Tools, you can use the Edit Tools to generate new primitives or parts for you models in many ways. There are many approaches you can follow here:
Here we will show a few examples of all this approaches. You can also look for Curved Poly tutorials online to learn more. Here an index of the examples:
In this section we will discover more about Put Edges and Make Polygons
With put Edges you can add vertices and Edges directly on the scene view. Before you start you should watch you Pivot Position: you will find the Pivot in the Scene View rendered as a yellow spheres surrounded by two circles, representing something which should look like a target. You can click on the target and use the Moving Tool to position it. When you add vertices with Put Edges a vertex position will be computed taking into account the mouse position and the depth of the pivot from the scene view camera perspective. So, for instance, if you place the pivot in (0,0,-1.5) and you choose to align the scene view Camera to X-Y axis (that is with the back and front view), every vertex generated with Put Edges will have a z coordinate equal to -1.5, and x and y coordinates computed from mouse position.
Fig. 1 Placing the Pivot
Once you click on Put Edges you will enter in an operation state from which you can exit in either one of these ways:
Fig. 2 Put Edges at work: Here we generated a complex net of Edges using Put Edges
Once Put Edges has been activated you will be able to add vertices by clicking on the scene view. An edge will be generated between two consecutive edges, generating a continuous piecewise curve. You can break the sequence and start a new one by pressing Space, or you can also Apply and re-enter pressing Put Edges again.
If you position your mouse on any existent vertex , its look will change: in this case Put Edges will re-use that vertex instead of generating a new one: you can exploit this to connect each vertex with more than two edges, so that you can create a complete net of edges. When a vertex is smooth and it has already more edges attached, new edges may be reshaped to conform (automatically) smoothness conditions for that vertex.
Once you have a net of Edges you can start generating polygons. To do so you first need to select at least a vertex: Curved Poly will generate polygons by looking for any closed loop of edges nearby your selected vertices. Then: you only have to press Make Polygons and everything is automatic. A faster approach is to press Select All, and then Make Polygons, in this way any possible polygon available in the model will be generated. You can always cut unrequired polygons at a second time with Cancel Polygons. You may also Flip Polygons if they are facing the wrong side.
Fig. 3 Making Polygons
You may need to practice a bit with this before being able to use correctly Make Polygons. There are situations in which polygons can't be generated because there are edges with a bad shape, or with overlapping handles, which are blocked by Curved Poly to avoid issues with interpolation algorithms. When you think you did good but your polygons couldn't be generated, you can try go through an inspecting and fixing process. This is explained more in deep in a Dedicated Chapter
In this section you will discover how to use and exploit Make a Circle while working with Put Edges and Make Polygons
Fig. 4 Setup for Make a Circle
Let's start drawing two set of edges with Put Edges. Then we get out from put edges and we select two vertices, one for each vertex.
Fig. 5 Make a Circle
With Two selected Vertices you can enter Make a Circle. By pressing the button you will enter into an operation state. Here you can:
Fig. 6 Making more Circles
You can then use the operation more and more times, but you will need to exit and enter each time if you want to generate more circles.
Fig. 7 Connecting Circles with Edges
You can add more edges to connect the addictional vertices generated with Make a Circle.
Fig. 8 Making Polygons
Now we Select All and make polygons. If there aren't issues with the edges handles, you should see a custom tubular surface following the two curves you have drawn from the beginning. Know that you may need to use Flip Polygons.
Fig. 9 Put Lines and Make Polygons
Put Lines works exactly like Put Edges, with a few important differences:
Here each vertex is forced to be sharp, but you can change this at a second time.
Put Edges and Put Lines both work in ideal situations where everything is smooth if you Put Edges and everything is sharp if you Put Lines. That said, you can mix things up, making models which have linear parts and smooth parts. You can also have Curved Edges with Sharp Vertices and Linear Edges with Smooth Vertices. Mixing things this way is possible, but it requires a greater comprehension of a few mechanisms which will be discussed in the Inspecting and Fixing.
Cutting parts of a Shape is pretty straightforward. You need first to select the parts you want to remove, then you can:
Fig. 10 Remove Doubles At Work, Stitching a Cut of a Sphere with a Cut of a Cylinder.
The Remove Doubles will put you in an operation state like similar operations we have seen around, and you will need either to Close or Apply it to exit.
While you use Remove Doubles you can setup the distance d more and more times to fix your model. Every time you do this, you need also to press on the Update button to make Remove Doubles recompute the cut with the new distance. The total amount of removed Vertices and Edges will be shown in the same panel below the distance d.
Fig. 11 Two Holes cut on two different primitives.
NOTE: as Version 1.0 Hole Operation still needs some works. It works most of the times, but often generated polygons need some fixes afterwards. Since issues happen mainly on polygons, a general solution is to call Cancel Polygons with a selection of polygons looking bad and call Make Polygons soon afterwards with the same selection. Or, since often the problem is that polygons are flipped, you can try to correct them with a Flip Polygons. Another important tip is to avoid pre-unwrapped models on this at all (unwrapping brings an additional degree of complexity in parts and you should avoid complex editing operation on parts splitted into Unwrap Groups).
Fig. 12 Hole Operation Gone Wrong and fixed: (A) Bad Result (B) Cancel Polygons is used to remove all polygons (C) Make polygons is used to regenerate the polygons.
Fig. 13 Extrude Path and Hole Joints Correct Setup
When you have an open surface you can use Extrude Paths or Hole Joints to add more polygons. This two actions (together with Bridge Joints which is discussed in point (D.2)) are a preview of a paths systems which we are going to introduce in one of the next versions of Curved Poly Maker. At the moment, they do their job well only if you make a good setup first: technically speaking, you need to have a closed set of edges, each one with a polygon on one side and free on the other side, and it may be better if you have put alignments first on that edges through the border. Basically, it has to be a closed border for an open surface. All the edges must be curves (lines may work, but it's not guaranteed), all the vertices must be smooth (sharp vertices may work, but it's not guaranteed). For example, this is the case if you start with a Cylinder Border primitive, or if you have generated a tubular surface exploiting Make a Circle as explained in (A.2). If this is your case, you need to select one of the edges of the border before activating either Extrude Path or Hole Joints (but you can select all the edges on the border if you like, or even some of them): since the edges are aligned, the software will automatically grow the selection through the border. Know that this two operations may still try to do something in any case once you have at least an edge selected: if you don't like the result you can always Undo it.
Fig. 14 Extrude Path
Extrude Path add a set of new polygons, one for each edge, which extrudes the open border.
Fig. 15 Hole Joints
Hole Joints try to close the hole with a cap. To do so, it will try to guess a good position for a new vertex which will be added to the model, and will connect that vertex with the border by adding a new set of edges and polygons.
Subdivide Edge allows you to split edges and polygons to add more details, increasing the amount of control vertices.
Fig. 16 On the left, 2 polygons having a side with 2 edges: one more control vertex appears in the center. On the right: a T-Junction between 3 polygons sharing 2 edges.
The side of a polygon can have more than one edge. Furthermore, a Group of edges can be used as one unique side for a polygon, and as separated sides for other polygons, making the polygons form a T-Junction. While planning your model, keep in mind that (apart from technical issues derived by the use of each operation) the only constraint here is that each edge can belong to a maximum of two sides of two different polygons, one on its left and one on its right, where left and right are computed based on the direction of the editing normals of the two extreme vertices of the edge.
Fig. 17 Subdivide Edge Operation At Work 1 (Here the operation doesn't extend through polygons)
Fig. 18 Subdivide Edge Operation At Work 2 (Here the operation extends through polygons)
The Subdivide Edge Operation will put you in an operation state like similar operations we have seen around, and you will need either to Close or Apply it to exit.
You need to select one (and only one) edge before entering the operation. That edge will be automatically split into two halves. After that you will be able to:
Fig. 19 Subdivide Edge Operation applied to curved triangular polygons.
You can cut a model as many times as you want. An important limit to keep in mind is that the tool actually cut polygons sides, not edges. So: if a polygon side has only one edge, everything will go as explained. If you try to cut a single edge being part of a side of a polygons using more edges, the software will still cut the side and not the edge (so you can't cut further an edge with this tool if you do not extend the cut through polygons each time). If you want a polygon to have a side with more than two edges, you need to do that manually following the steps in (C.2)
Fig. 20 Subdivide Edge Operation applied more times. Here we used a Cylinder as starting primitive.
You can of course subdivide edges and polygons manually. This will take some time, but not too much when you know what to do. A subdivision process basically should follow this two steps:
Here we will see how to use Duplicate and Remove Doubles to increase the complexity of a model
Fig. 21 A Duplicated Shape (it's a TShapeAlt1x) during Duplicate Operation.
Duplicate Operation allows you to duplicated a part of your model. You need to select something first (even a single vertex, or the entire shape). Pressing the button will put you in an operation state like similar operations we have seen around, and you will need either to Close or Apply it to exit.
Reflected Duplicates: there is no direct way (as version 1.0 of the Maker) to Reflect a Duplicate. The most direct sequence is : in Duplicate Operation (or also in Transform Operation) manually write -1 in the of field of a scaling component, either x, y or z depending on the reflection result you want to accomplish. Then exit the Duplicate Operation(or the Transform Operation). With the same polygons selected (correct the selection if necessary), press on Flip Polygons. Finally: press on Fix Normals to correct issues with normals.
Fig. 22 Welding two duplicated parts with Remove Doubles.
If you are duplicating a shape with an open part, you can than exploit Remove Doubles to Weld them together.
Fig. 23 Bridge Joints Correct Setup
When you have two open surface you can use Bridge Joints to connect them. This action (together with Hole Joints and Extrude Path which are discussed in point (B.3)) is a preview of a paths systems which we are going to introduce in one of the next versions of Curved Poly Maker. At the moment, it does its job well only if you make a good setup first: technically speaking, you need to have two closed set of edges and the edges must have all one polygon on a side and nothing on the other side; it may be better if you have put alignments first on that edges through the border. Basically, they have to be two closed borders for two open surfaces. All the edges should be curves (lines may work, but it's not guaranteed), all the vertices should be smooth (sharp vertices may work, but it's not guaranteed). For example, this is the case if you start with a Cylinder Border primitive, or if you have generated a tubular surface exploiting Make a Circle as explained in (A.2). If this is your case, you need to select one of the edges on each border before activating Bridge Joints (they must be only two edges, or the button will be disabled): since the edges are aligned, the software will automatically grow the selection through the border. Know that this operation may still try to do something in any case once you have at least two edges selected: if you don't like the result you can always Undo it.
Fig. 24 After pressing the Bridge Joints button
Fig. 25 Manually Connect Two Parts: here we are using Put Edges on the example of Bridge Joints to create a net of curves to connect the two parts.
You can always connect two open parts with Put Edges and Make Polygons.
You can use Composition Tools to insert a Mesh in your model. This is performed with the Insert Mesh button. You will have to choose a mesh in your project. After the import a curved poly will be generated:
So, after the import, you should consider using:
The process of converting a mesh into a Curved Poly may become a complex stuff in some situations. Refer to the chapter About fixing stuff for some more deep instructions.
Fig. 26 An inserted mesh
Fig. 27 The inserted mesh after some edges removal (we wanted quads here, not triangles), a Make Vertex Smooth, a Make Edges Curved and a final Make Polygons.