I have recently started my first job as an animator as a mining co.
I have been having a few issues with trying to accurately incorporate some of there "data" into maya.
I have been given a whole bunch of contours that make up an ore body. I am trying to generate a mesh that resembles the ore body.
So far, I have tried using nParticles to create a blobby mesh from curve emitters, the results are ok , but they are pushing me to achieve 10m accuracy on the model. Take a look at the contour nightmare I'm dealing with, (this has been cleaned up significantly)
and the results I have managed with blobby's
If anyone has any other suggestions , maybe some sort of fill boundries like procedure or just another approach your input would help me float a little in my first job.
You might look at using the curves to create a wire deformer. Create the deformer when they're all at the same elevation, then move them up. This works reasonably if you're trying to model a segment of a surface. It doesn't work so well for a volume.
But you should really look into getting better data than contour lines. What were they created from?