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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #1 (permalink) |
| Vertex ![]() Join Date: Apr 2006 Location: Northants. UK
Posts: 24
| How would you make this?
I'm trying to create a small plastic brick ![]() Although it renders ok, the geometry looks bad (even to me) Here's how I made it: Started by drawing basic polyline Used Chamfer tool to radius the corners Used Sweep tool to give it height Used Thickness (inwards) to create the walled rim Extracted the inner curve of the top rim and moved it down slightly Used Coons tool on this curve to creat the interior surface. I'd be interested to know if there is a better way to approach something like this. thanks Bob |
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| | #2 (permalink) |
| Spline ![]() Join Date: Apr 2006
Posts: 39
| Quote: Base Polyline Sweep upward once and inset sweep once for rim Fill bottom and top hole Sel rim polys and extrude upwards Delete top rim polys (= loopselect) Chamfer outer corner edges to taste Chamfer inner rim edges to taste Recreate top rim polys again (maybe by snap facetting because fill hole does not always produce desired results) Regards |
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| | #4 (permalink) |
| Spline ![]() Join Date: Apr 2006
Posts: 39
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As alternative for the last step (for recreating the poly-lid on the rim) you could also extract both top edge loops as curves, loft them together and weld the base with the resulting lid. Maybe you dont even have to delete the rim lid polys. Basically I tend to avoid starting the modeling process with chamfered line-/curve work, because when you do inset bevels the points of the chamfered edges meet and then cross each other, which results in ugly geometry. So first you can do the general shaping modeling and finish it off with the chamfers. Same goes for booleans - save them for the end of your modeling as much as possible. |
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| | #5 (permalink) | |
| Vertex ![]() Join Date: Apr 2006 Location: Northants. UK
Posts: 24
| Quote:
![]() So I redid the extrusion/thickness like I did before and then apply the chamfer at the end. This is much improved result, my only problem is filling in the surface. Coons is the only tool that seems to work on this extracted curve, Close tool does not seem to work here. (I tried making just closed polylines as a test and Close tool works fine on them so am puzzled). Coons however seems to have a problem with the inside curve and adds geometry around that area that comes outside the main object. ![]() regards Bob | |
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| | #7 (permalink) | |
| Spline ![]() Join Date: Apr 2006
Posts: 39
| Quote:
Draw line shape Sweep upward Close top and bottom hole Select upper edge loop and use edge extract along edge (inwards not downwards )Select resulting polyloop Fast extrude upward for rim Select all the inner (rim) and outer corner edges and run chamfer You re done If you want to slightly bevel your new edgeloops, you will see some ugly hidden geometry destroy the smoothness of your shading (at this point you ll have to manually subdivide the faces by selecting strategical vertices and connecting them with shortcut "x") | |
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| | #11 (permalink) | |
| Vertex ![]() Join Date: Apr 2006 Location: Northants. UK
Posts: 24
| Quote:
I took Pannoctis' advice, It's only a problem with Ver2 , Ver 1.2 doesn't give me any grief. btw Re. the DG, I'm not using DG......(see screenshot) cheers Bob | |
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| | #13 (permalink) | |
| Spline ![]() Join Date: Apr 2006
Posts: 39
| Quote:
Just wondering - maybe you could a bit more specular in the plastic ;-) plus a tiny bevel where the geometry meets at right angles? | |
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| | #14 (permalink) | |
| Vertex ![]() Join Date: Apr 2006 Location: Northants. UK
Posts: 24
| Quote:
Strange, in Hex it looked sufficient ... ![]() but yes in the render it does look a bit angular. re specular, the shader I used was based on a basic plastic which I then tweaked, maybe spec (or lack of) is down to the flat hdri lighting? Am still learning wrt lighting and the hdri was one reason for getting Carrara. But yes any tips for improvement very welcome. thanks Bob | |
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| | #15 (permalink) |
| Spline ![]() Join Date: Apr 2006
Posts: 39
| Quote: |
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