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BUZZFX
05-31-2007, 06:25 AM
Here's a bottlecap I am modeling using "Loft" Nurbs with mixed success. The problem is, the spline at the bottom of the cap (the one on the ground plane) is staying sharp (see arrows) when I wnat it to be rounded. I dragged the wholw loft nurbs into a HyperNurbs Object, but it produced an insane amount of poly's. Even with using Splines and a Loft Nurb Object the amount of splines in too high IMO.

Is there a better way to build a Bottlecap? I would model it from a cube or a Cylinder, but the problem is how do I get the bumps at the bottom of the cap?

How can I model a simpler bottle cap that isn't so heavy on poly's?
Also please tell me if this bottlecap looks real?

Thanks

BUZZFX
05-31-2007, 06:26 AM
Here's the rendered cap.

seagate
05-31-2007, 06:44 AM
Hi Paint Guy, I would depart from an object disk so modeled, and hyper nurbs

macling
05-31-2007, 06:47 AM
You could model from a cylinder primitive
Count the little bumps at the bottom and for example.
If you got 21 bumps start from a cylinder with 63 rotation segments-
Each third rotation segment stays the others are extrude inward slightly.
The rerst is finetuning (extruding inner/ adding loops)

(edit: havent seen seagates answer while replying)

BUZZFX
05-31-2007, 09:15 PM
Seagate,

Thanks for the example. Yours looks like an easier way to make it. i guess there's no way to reduce the number of polygons though. An unfortunate result of using HyperNurbs.

macling,

Thanks. that's another good way to do it.

pid
06-01-2007, 03:23 PM
another way is to do it with a Zylinder-Objekt and a blured Texture in the Displacement-Chanel.

Pid

BUZZFX
06-01-2007, 03:55 PM
another way is to do it with a Zylinder-Objekt and a blured Texture in the Displacement-Chanel.

Pid


Pid,

Whats a Zylinder? Could you explain how to do this?

Thanks

soapy
06-01-2007, 05:27 PM
I wouldnt even do an extrude inner I would go into point mode select every second or third point or however you want to do it and then use resize to suck the points inward. In the resize tool turn off the y axis. You can also do this in poly mode.

Edit: it turned out for me that an negative extrude was the way best way to do this.

chi
06-01-2007, 05:35 PM
Pid,

Whats a Zylinder? Could you explain how to do this?

Thanks

Zylinder = cylinder

its only 1 letter off...

BUZZFX
06-01-2007, 09:16 PM
Zylinder = cylinder

its only 1 letter off...

chi,

Zanks a lot!

BUZZFX
06-01-2007, 09:18 PM
soapy,

I notice you're in Calgary. It's nice to see other C4D users in this part of the world. What do you do?

jkirk01
06-02-2007, 03:01 AM
This is really topical. I was just trying to figure this out myself. :D My solution is quite different than the ones here so far, so I decided to to add to the topic with my method. I used splines, LoftNURBS and an Array Object. I didn't like my original file so I reworked it tonight and like this much better. I have also included the file for reference to those who need it.

Jeff

soapy
06-02-2007, 04:21 AM
I took a shot at a cap here is what I came up with. It was harder than I thought it might be. Just a lot of fiddling with selections and resizing and use of normal scale and I did end up using extrude inner Macling.

Hey Paintguy, I work in the oil industry. I do 3d as a hobby. How about you?

jkirk01
06-02-2007, 04:31 AM
LOL, perhaps I should have went to the store and bought a six pack. Now that I see Soapy's solution, I realized I really need a reference object. Nice work...

soapy
06-02-2007, 04:41 AM
Thanks Jkirk, but mine is not too accurate either. A guy could spend a lot of time building a perfect bottle cap...

soapy
06-02-2007, 05:31 AM
Now that I think about it Jeff, your array object idea might be the way to go, just build a perfect section of the cap with a nice machine crimp and then duplicate it and use an array. Then optimize or whatever to get a nice polygon object.

vid2k2
06-02-2007, 02:11 PM
Just using a cylinder with edge weighting keeps the poly count low.

- mesh
- rendered mesh
- mesh in HN

jkirk01
06-02-2007, 06:00 PM
Thanks Soapy. I like the solution simply because you can rework the splines and reassemble fairly quickly. Plus, with a little math you can in/decrease the number of crimps as well.

BUZZFX
06-05-2007, 03:48 AM
Hey Paintguy, I work in the oil industry. I do 3d as a hobby. How about you?

Are you an artist and do you have a creative job in the oil industry or do you just do it on the side?

I work as an Freelance artist here in Calgary and started to get seriously into 3D about 2 yersa ago.

BUZZFX
06-05-2007, 03:51 AM
jkirk01,

Thanks for the file. I think I'll play with it and see what I come up with.

soapy
06-05-2007, 05:21 AM
Are you an artist and do you have a creative job in the oil industry or do you just do it on the side?

I work as an Freelance artist here in Calgary and started to get seriously into 3D about 2 yersa ago.
Nope I don't do creative type work in the oil biz. But I have a BFA visual arts. I am pretty serious about the 3d, but I just do it as an artform of sorts I guess.

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