View Full Version : Got stuck here on modelling, pls help
nutriman 09-02-2005, 08:42 PM Hi everyone,
Usually modelling something non-organic is pretty easy. But somehow I got stuck on this here:
(it's a part of a beamer)
http://www.realiez.de/problem.jpg
Of course I do *not* mean the tiny black holes or the buttons that give me a headache but these lamella like extrusions.
As you can see they have a rounded bevel which runs across to whole top edge (a bigger one on the bottom) and at the same time there are pretty sharp edges on the inner parts.
HyperNURBS weighting the edges did not look very clean, and boolean... don't even think about it... :scream:
Or maybe I just weighted it kinda wrong.
I also tried a Extrude Nurbs, not a good idea for this one.
If you have any suggestions please let me know, meanwhile I'm going to pout...[sigh]
Thank you very much.
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vid2k2
09-02-2005, 11:28 PM
Without seeing what the whole item looks like,
I'd suggest doing the top shape in illustrator and extruding.
From there, adjust cap height and radius. For further work
I'd save object to present state and tweak from there.
The advantage with the ai file is that you can include the
holes for the buttons at the same time without doing any booles.
Hope that helps
R1PPER
09-03-2005, 07:26 PM
Your best bet is modeling ONE ridge until you 100% satisfied....then duplicate it as many times as needed....when they get longer just stretch and adjust till correct...then as long as you have duplicated them correctly you can connect and optimise.
pwallin
09-04-2005, 08:00 AM
Even it's a non-organic model, I would make it with using point by point modeling. Always works where other methods fail. Or maybe combine several methods I can't describe since one image does not show everyting about your model.
Pasi
pwallin
09-04-2005, 08:02 AM
Your best bet is modeling ONE ridge until you 100% satisfied....then duplicate it as many times as needed.
That way there will be seams between ridges I think...may not work too well...
Pasi
vid2k2
09-04-2005, 02:05 PM
Here's a quick extrude version mentioned above.
As mentioned, this can be done many ways. It really
depends on how you plan it out.
nutriman
09-04-2005, 05:55 PM
Hi,
thank you for your suggestions so far! :thumbsup:
vid2k2, that's how my object turned out first, but if you take a close look you see that the bevel decreases on the right side of each ridge until it's gone and it connects to the main body...
@pwallin: point to point modelling, ok - thought there might be a more elegant way..
getting closer though..
vid2k2
09-04-2005, 06:17 PM
nutriman,
That's easily solved by adjusting the soft points directly in C4D or go back
to the ai file and adjust there. my point was to show you that an extrude is
probably he easiest point from which to further adjust the model.
Glad you see the benefit.
chris_b
09-04-2005, 07:17 PM
Or alternatively... use a Loft, passing through 4 or 5 cross-sections to get the variable extrusion as a starting point, then collapse to poly's and edit from there...
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