My latest tutorial looks at principles of mesh modeling in grasshopper. In my experience, grasshopper (and rhino for that matter) are quite bad at mesh modelling. Of course, given that rhino is predominantly NURBS based modelling program, it is understandable that the mesh capabilities are somewhat lacking, but that doesn’t mean that we should sacrifice quality of meshes when we are actually trying to build something, in fact quite the opposite.
I would highly recommend that any rhino/grasshopper user have a go at using 3DS Max, Maya, Cinema4D, or some other mesh based modelling program to at least gain an understanding of how to model objects using meshes, as I have found it an absolutely invaluble way to further my use of grasshopper. Apart from inherently just being more pleasing to look at a well constructed mesh, it is also beneficial for debugging issues with your model, and very useful if you are planing on transferring it into other programs.
So in this tutorial, we take a look at some of the tools available inside of grasshopper to address mesh modelling, translating from surfaces to meshes, face-normal issues, how to construct with quads, basics of subdivision, and other techniques.