Welcome to CMM

We've created a Custom Map Makers Discord channel, if you'd like to join us on the CMM Discord Channel, click here

The math behind patch meshes

Questions about models, making models and problems with models
RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

The math behind patch meshes

Postby RedSnappa » Wed May 02, 2012 2:12 am

This seems to explain it fairly well. Is there anything else I should know?
http://en.wikipedia.org/wiki/Non-uniform_rational_B-spline
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

User avatar
DagF
Posts: 276
Joined: Thu Aug 18, 2011 8:40 am
Location: Norway
Contact:

Re: The math behind patch meshes

Postby DagF » Wed May 02, 2012 6:00 am

a patch meshe is a Bézier surface i think

i think this is just about the surface: http://en.wikipedia.org/wiki/B%C3%A9zier_surface

this is about curves: http://en.wikipedia.org/wiki/B%C3%A9zier_curve

ill see if i can find better links :)
Image


Return to “Models / modelling tools”

Who is online

Users browsing this forum: No registered users and 3 guests

cron