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View Full Version : How whould YOU model this baby?


Apollux
01-11-2005, 01:50 AM
I'm modeling this baby to dust off my non-organic skills, and as a piece for a larger project I'm working on.

http://www.sailgb.com/p/citizen_modena_ecodrive_solartech_perpetual_calendar_alarm_chronograph_bl504056l/

Modeling this particular model has turned out to be quite a challenge for me, I have tried already with different approaches, and still I don't have it quite like I would like it.

How would you go for this particular model?

fligh
01-11-2005, 03:57 AM
Damn! I clicked MMB trying to see a different angle.

Samo
01-11-2005, 06:59 AM
Some people use the concept behind this tutorial for modelling aircrafts. http://www.wide3d.no/tutorials/Car_nurms_01.htm

I think it can be more or less done with Blender.

If you don't like this approaching, I think any technic for modelling cars will help.

Apollux
01-11-2005, 10:44 AM
Damn! I clicked MMB trying to see a different angle.
LOL

Here you can see 3D views of some models http://www.citizenwatch.co.jp/eco_drive/showroom/index.htm#
The BL1100-58A is the closest macth available to the one I'm interested in.

Alvarus, thanks... I'm already tracing it with Beziers, but what comes after that is the tricky part.
Tried with Nurbs, Tapered Curves, the usual Spin ... none of them gave a nice result.

Samo
01-11-2005, 12:11 PM
Hey Apollux, the tutorial is in fact about surb-surface modelling. The first part is a 2D approaching.
The tutorial turns out to be what really is from page 04.

http://www.wide3d.no/tutorials/Car_nurms_04.htm

Apollux
01-11-2005, 03:43 PM
Hey Apollux, the tutorial is in fact about surb-surface modelling. The first part is a 2D approaching.
The tutorial turns out to be what really is from page 04.

http://www.wide3d.no/tutorials/Car_nurms_04.htm

Shhhh... don't tell anybody that I told you this, but Bezier are easily turned into Sub-Surfs and are a lot quickier to set up than Sub-S... keep me the secret ;)

Talion
01-11-2005, 03:57 PM
lol tracing it out....
I need to work on my workflow. I tend to jump into pieces without planning it out ahead of time. So while I see the benefits of tracing it out, i would usually start off with a box. Tracing would be a much easier way of making sure the edgeloops are running the correct way though.

Apollux
01-11-2005, 04:21 PM
Usually I don't trace my models, but I'm sure that this one won't come out just by intuition.

Here is how the tracing is going so far. I Think I'll redo it because I just realised that I'm not accounting for the thickness of the brasalet.

Samo
01-11-2005, 06:38 PM
Shhhh... don't tell anybody that I told you this, but Bezier are easily turned into Sub-Surfs and are a lot quickier to set up than Sub-S... keep me the secret ;):D I need a tutorial about this (I need a lot of tutorials of everything on the earth, but this kind will be enough)

Apollux
01-13-2005, 02:39 AM
I redid the whole thing from start, this time trully tracing in all the 3 directions and taking full advantage of the "auto" handles. The first time I did it all in 2 dimensions from the top view and using a lot of "free" handles, and when it was all traced I grabed the points in the Z direcction, but it created some sort of "steppiness" in the way the curves flow that was taking too much rotating and manual tweaking work to solve.

This time the results have a lot better flow and was done a lot quickier, not to mention that now I accounted for the brasalet.... I guess this "how to" has just turned into a "WIP" thread :).


Alvarus, creating your sub-surfs form curves is quite *easy* because you have total control about how the edge loops will flow. Of course the tools for working with curves are a little neglected in Blender, but it is nothing that can't be worked around by the clever modeler. (Already had a little heated discusion with some of the developers about that).

One you have set your edge loops the way you like it, you start breaking down the curve into smaller pieces based on how many intermediate points you want automatically generated and changing the "DefResolU" setting for each curve piece. Now it is just a matter of turning those curves into mesh objects and manually creating the faces and any edge you may have forgoten.

Lourdelle
01-16-2005, 02:51 PM
if i were you, i will try to make it in subsurf, because starting with curve is possible in ... maya, but in blender it still hard

Talion
01-17-2005, 10:21 PM
I think I see the strength of apollux's method, although I would use NURBS rather than beziers (I'm faster with NURBS i think) because you can work with curves of about ~5 control points to get mesh segments of ~10? vertices that you will later subsurf to get even higher resolution. its almost like Maya's ability to edit subdivision surfaces on different levels.

Apollux
01-17-2005, 11:16 PM
Sorry for not posting any updates, coursework is taking it's toll on me. I'll try to do something tonight.

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