添加一下曲面修改,然后我就有了这个几何体。我之所以更喜欢使用样条函数是因为这样速度会比较快和编辑的效率也比较高。
Added a surface modifier and bam, I had the geometry. I prefer to work with splines just because of the speed and editable efficiency.
源物体必须是几何体。在选择目标物体前需要将其转换成可编辑多边形。
Source must be geometry object. Before selecting destination object, collapse it into Editable Poly.
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