Sounds like a quick job for the spline modeler, using the COMPOUND function and controlling bevels.
But within the vertex modeler, without yet looking at the pdf, here is how I did it. I decided that my desired result was a triangle that could be used with smoothing, and that means the corners have to be braced with lines.
- In the vertex modeling room I inserted an oval and set the desired number of sides to 3, which yields a filled triangle.
- I then used the tessalate menu to divide the triangle mid edge to center, which yields quads.
- With all selected, I then used shift-extrude to get a middle area polygons and edge polygons, if that makes sense.
- I deleted the middle polygons.
- I selected the corner lines and used extract-around to create lines bracing each corner.
- I selected all of my hollow flat triangle and added thickness.
- I used control-extrude to so that the triangle was four polygons thick (allows each edge to be braced independently).
It would be easy now to morph the triangle to make the faces, legs, or corners more round.
Even with smoothing ramped up to 3, the triangle holds its basic shape well.
tt01 insert 3 sided oval in vertex modeler.JPG
1313 x 644 - 88K
tt02 model tessalate midedge to center.JPG
1092 x 758 - 50K
tt03 extrude with lnked polygons checked.JPG
1260 x 799 - 87K
tt04 delete center.JPG
1355 x 786 - 81K
tt06 select corners and extract around.JPG
798 x 747 - 41K
tt07 model add thickness.JPG
872 x 624 - 34K
tt08 translate to get very narrow edge.JPG
1010 x 757 - 66K
tt09 extrude twice to get other braced edge.JPG
1196 x 774 - 89K
tt10 can apply smoothing if desired because braced.JPG
And I just looked at Selina's pdf. Pretty much the same, except I used extrude after adding thickness, while Selina selected the edges and used quick filet. Model ends up similar, but can see that Selina's has the roundness baked in, while mine is more flat.
For slinky, could use spline modeler. There is a spiral preset that would be good for a slinky. Could also use a cross section and a polyline in the vertex modeler similar to 2nd method I did for triangle.
Still at basic - proper polyflow, is there a way to cheat?
Smoothing: 1
Smoothing: 2
Smoothing: 3
Two octagon tubes manually joined by edge extraction along,individual vertices aligned before welding and thickening (if that makes sense)
Said tubes now one contiguous mesh with center diagonals filletted by odd number (1)
Ditto, center diagonals filletted by even number (0)
Starting reading my new book - Carrara doesn't offer Edge Collapsing (there are alternative ways of doing this though it just takes longer and I'm lazy) that I can find. Anyone know any better?
Comments
Thank you
Sees oreos and feffenues cookies
nomms checkers board
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I used the Text tool with Wingdings 3 font
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Sounds like a quick job for the spline modeler, using the COMPOUND function and controlling bevels.
But within the vertex modeler, without yet looking at the pdf, here is how I did it. I decided that my desired result was a triangle that could be used with smoothing, and that means the corners have to be braced with lines.
- In the vertex modeling room I inserted an oval and set the desired number of sides to 3, which yields a filled triangle.
- I then used the tessalate menu to divide the triangle mid edge to center, which yields quads.
- With all selected, I then used shift-extrude to get a middle area polygons and edge polygons, if that makes sense.
- I deleted the middle polygons.
- I selected the corner lines and used extract-around to create lines bracing each corner.
- I selected all of my hollow flat triangle and added thickness.
- I used control-extrude to so that the triangle was four polygons thick (allows each edge to be braced independently).
It would be easy now to morph the triangle to make the faces, legs, or corners more round.
Even with smoothing ramped up to 3, the triangle holds its basic shape well.
And I just looked at Selina's pdf. Pretty much the same, except I used extrude after adding thickness, while Selina selected the edges and used quick filet. Model ends up similar, but can see that Selina's has the roundness baked in, while mine is more flat.
splines very mysterious
prolly the way to go for making a slinky?
taper scaling?
Here is a way using a cross section and a polyline.
- in vertex modeler, use the pen and polyline tool to draw a triangle on a drawing plane
- insert an oval and choose the number of vertexes for the cross section
- shape the cross section if desired
- use Construct : Sweep, makin sure link polygons is not checked.
- use select edge tool to just select the corners
- use extract around to get the support braces
- apply desired smoothing
For slinky, could use spline modeler. There is a spiral preset that would be good for a slinky. Could also use a cross section and a polyline in the vertex modeler similar to 2nd method I did for triangle.
Here is a slinky using (a) vertex room cross section an polyline curve, and (b) spline room spiral preset
slinky thanks
great inputs...
I would just use the rack of eye and draw a polyline triangle extrude add thickness, extract around the corners and then smooth....
for the slinky I think I would just use the spring plugin by sparrowhawke and adjust the settings to get me a slinky.
rainy Sunday downunder today... so I have done some wacky modeling on Woody and also boned him!
up to this stage..
Boned a Woody
you should be proud
Love the hat !
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starry food... mmmmm .... for our star models
modeled a wacky spaceship for Buzz to buzz around in..
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Model->Crease Edges is probably your best bet.
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Select loop dissolve?
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Two wacky models today... Duke Caboom and his bike !!
Had to search for Duke Kaboom, but so glad I did. Fantastic job on the models and textures.
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