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I think I know what you're referring to, and I've fixed the indentation and geometry error accordingly. See below, with red lines as it used to be, and green as it is now.Looking good,
At the hull around counter there may be a need for a few adjustments of the vertices as it seems to be indented (if you follow the top edge of the counter to the side you should see what I mean). There is also a small anomaly which could just need triangulating (counting the top edge of the counter as one, six lines down then follow to the side should locate it).
Also it may be a good idea to have the polygon smoothing group of the counter different from the rest so as to define it more.
Also out of curiosity what is the triangle count?
I actually used two NURBS surfaces: one for the majority of the hull (shown in green below), and one for the stern counter (shown in white).@Armada: I like the result very much! It looks like that the Nurbs produce a verry great result of edgeflow unter the sternpost. This is real great! The lofting options can with a few tricks result near the same situation but the edges of the sternpost are ever a complicated part, that looks very, very great solved! Im very surprised that you have setup the CV curves to result with Nurbs THIS. I have seen many techniques but really: Im interest so see some screenshots how you get this result. It is possible that you have found a way to bypass some hard parts at lofting (specially sternpost) when change a Nurbs shape with a special setup of curves to polys. And this at ?one? piece? Im real interest. Most coincidences gives the best ideas.
Marion - Thanks for those references! Based on that, and as I'll need to define the waterline on the mesh for coppering anyway, I'll probably keep the white stuff to below the waterline.
Personally I think it looks better that way, too.
I think I know what you're referring to, and I've fixed the indentation and geometry error accordingly. See below, with red lines as it used to be, and green as it is now.
I've also adjusted the smoothing at the bottom of the counter as you suggested, though it's a little hard to see here.
The tri count of the outer hull by itself is 8464 tris, excluding the keel and as-yet omitted inner hull.
For those that think this is too much: the headrails and transom seen in my earlier WIP pics, which will be added to the new hull soon, comprise nearly 40,000 tris alone.
Wedori is right: a high-poly hull really doesn't add much to the overall poly count once the rest of the model's detail has been added.
I actually used two NURBS surfaces: one for the majority of the hull (shown in green below), and one for the stern counter (shown in white).
I converted them to polys independently, and then merged the vertices where the two meshes meet. The high-poly mesh is faintly shown as blue, for reference.
To improve the edge flow by the stern post, I then modified two of the edges by moving them towards the stern and merging some of the vertices (see the red line and circles below).
I hope that explains it, but do ask if you want me to describe my method more clearly.
I hope that helps.I started by placing a curve along the lower edge of the main wale (red curve below) and duplicated and adjusted this curve towards the top and bottom of the hull:
The yellow crosses represent the Edit Points of each curve, which I aligned with the hull ribs on the plans.
Above the red curve, the others are mostly parallel except for two points on the stern (circled red below), where I bent the curves to touch two corners.
With the curves in place, I then lofted through them from top to bottom, creating a NURBS surface instead of a polygonal mesh.
This worked well overall, except three areas around the stern (circled red below), which understandably had problems following the hull's complex shape.
Luckily, with a few small tweaks to the surface's control points, I managed to straighten out these areas to get the correct shape.