View Full Version : What's the best tool to make a 'shuriken' type of body logo?

10 October 2008, 08:40 PM
I need to do a logo that looks like a shuriken blade with symmetrical edges. I need it to be rendered in a photo realistic renderer afterward like mr.

My thoughts are:

the best way to achieve it, it is to make it with booleans. The tutorials around that type of making are also evolving around that technique, like this one:

But knowing that booleans are risking to make my renders useless, I am not sure what are the best way to do it without.

My modeling skills in 3Ds max is messy when come's symetrical/CAD types of modeling. And when there's trimming involving spheres in boxes like the one I have in mind, it make the matter more complex.

Any suggestions?


10 October 2008, 09:27 PM
Don't be completely turned off to booleans. If you go back through and clean up any funny faces/verts that the boolean operation may have accidentaly added then you should be fine. You could also try using curves for just one point and duplicating it around your axis. Not sure how Max handles that but it should be the same concept. Just plain old cutting the faces until you get the right shape to extrude also works :)

10 October 2008, 10:18 PM
why dont you use splines?
they are really clean compared to booleans and it's really easy once you get the hang of it.

10 October 2008, 06:32 AM
I try to use splines... but my shuriken is waay too complex to achieve. I have so much variable angles and shapes, yet, it only a circle divided with other circles in illustrator.

Here was a first version of what I was trying long time ago:

What I did there, was splines done with Illustrator with a surface modifier, but it hard to achieve a smooth round surface while trying to get sharp edges. I got my results by eye picking the bevels for about a week. Still, I couldn't get rid of some annoying artifacts done with my inexperienced quad subdividing skill.

and that's not all, I have a semi circular profile view which is going to concave to convex on the tips. I can only see making a spline lathe to do it and pierce the 'holes' with spheres. but when I do the piercing with Boolean, I get horrid results, and unworkable and uneditable poly surface, mixed with 3 and 4 corner polys.

Now I have another project similar and I have to redo the same thing again, but I try to find a better ways.

And forget about bevelings, the edges have more variable attack angles, bevels wont do it properly.

10 October 2008, 09:26 PM
if you have illustrator and Maya you can draw the path in Illustrator and use the "get paths from Illustrator" to make your mesh. Although it takes some practice for a good result. I would just draw the a path in top view using one of the drawing tools in Maya and the revolve/extrude/ or whatever.

10 October 2008, 09:28 PM
I see you are using Max. Couldn't you model half in editable poly, then duplicate it with a mirror or scale it in negative, and then align it, combine it, and stitch the verts? Its easy in Maya, but its been awhile since I used Max.

10 October 2008, 11:08 PM
yeah I use max. I did the mirror thing already in that pic. Here's a render of my recent pic I was doing: ( (

here again, I did the detail manually, without booleans, and by messing with Illustrator splines.

I guess the process is fine, but I have to pay attention to the surface slopes to keep it smooth, and it a tedious job. It basically a circle, but with varied angular surface on top. I wish the lathe of that round surface was a solution for this. But again, when I try to make a boolean operation on the 3 blades with other elliptical spheres, edges are getting messy and impossible to smooth afterward.

Maybe a shape to this complexity require CAD assistance? Like AutoCAD or Rhino?

10 October 2008, 10:34 AM
Last time I used Boolean, it ruined it. Spline is better for me but it gets annoying sometimes. Nice render btw.

10 October 2008, 12:23 AM ( (

here's another build using booleans. It cannot be worked on nor render properly.

Maybe the best way is to take the boolean work, and trace the spline cage from it?

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