View Full Version : Bath Sink modeling help

08 August 2006, 07:28 PM
I have to model this thing up: (

What modeling method is suitable for this organic shape? I tried with "Editable Poly" but it turned out quite time consuming. What do you suggest?

08 August 2006, 12:15 AM
i think using nurbs to craft out the shape is the best way. create the profile, loft it and then scale it to get the correct shape.

08 August 2006, 08:39 AM
Like that ? : (

08 August 2006, 10:48 AM
yup, correct.

08 August 2006, 10:53 AM
if it was me , i'll do it with spline , surface it , convert it to poly ,get rid of unwanted polys/edges, then meshsmooth=1 or 2 and the job is done.

08 August 2006, 02:37 PM
SamSed, I thought doing it with "Splines" and surfacing it but I already had begun with "Editable Poly". I know that with "Editable poly" and such an organic surface there may be some unwanted results (like bulges and other displacements) on the mesh. Do you think that it's good thing making it with "Splines" although I have already finished the model? (It didn't took me long making it with "Editable Poly" - about 3-4 hours for the sink and the grille on the bottom)

PS: What did you mean with "Get rid of unwanted polys/edges" ? Does "Surface" not making the model well smoothed? Can you explain better, please? I will be thankful If someone could give me a tutorial for modeling organic shapes because I am not very good at modeling that type of models?

08 August 2006, 09:18 PM
Here's what I've done with spline modeling it so far : (

Am I on the right way making it? I'm starting from the top and later go all the way to the bottom.

EDIT: I've ran into a problem here. How should I blend the curves into each other seamless. With 4-sided Spline path I can't figure out how to weld it and with 3-sided the surface deforms in an unwanted way. Here are some shots: ( (

When the Spline Patch is 4-sided: (

When the Spline Patch is 3-sided: (

4 low
08 August 2006, 02:06 AM
I would have started with a tube and used FFDs and vertex soft selections to pull the tube into the shape of the sink, but that's just me. Doesn't really seem like that difficult of a shape to make...

4 low
08 August 2006, 03:28 AM
Here's something quick using the tube like I mentioned above. I spent maybe 30 min on this, so it's not perfect, but gives you an idea of what can be done with a primitive object.

Half a tube pushed and pulled into a rough shape: (

Symmetry and Turbosmooth: (

Render: (

08 August 2006, 07:18 AM
Ok but the sink I have to model doesn't seem to be symmetrical. If you look better in the image I provided you will notice the unique curvatures. :blush:

08 August 2006, 05:33 PM
Here's what I did so far with "Splines" and the "Surface" modifier: ( (

How should I connect the vertices so the surface is smooth and seamless?

09 September 2006, 05:41 PM
Ok but the sink I have to model doesn't seem to be symmetrical. If you look better in the image I provided you will notice the unique curvatures. :blush:

Hey Sasho90. For me when i start a model i really spend time at the beggining looking at it and the edges and the best way to go about modeling it and any problems i might have down the line. Part of that is Deciding weather or not i'm going to create a super realistic recreated model or create it the best i can as easy as i can. what i mean by that is. The time you'd spend to to make it look identical versus making it look real and detailed can be a very big difference. but anyways. For something like this A sub-D surface would probually suit very well and it would be very easy! but if you are like me and like a challenge and want to do it the not easy way. then i'd go another way! but there really is so many ways just looking at it to create the shape. It's really basic and not difficult . But try connecting the verticies and see where that gets you! if you don't like it try it again. if you really want to learn some modeling try doing this object over and over each time trying something different for parts of the model. try starting out different try a different geometry type. that way you'll find a few techniques that in the end you'll be able to say well that way worked really well and this wy didn't. well anyways. well i guess you already are....hehe

09 September 2006, 07:50 AM
Yencaray, thanks for the reply but in the end I modeled it anyhow. I used subdiv. surf. to model it and it turned out looking quite well.

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09 September 2006, 07:50 AM
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