SketchUp Modeling Challenge - or Suggestions :)
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How would you model this?
Just wondering what would be the best way to approach this geometry in SU with plugins or without.
I ended up buying it from this fine modeler but the geometry was a bit heavy for our needs.
https://www.turbosquid.com/3d-models/max-harper-pendant-light/1141093How would YOU model something similar to this? I am asking because we are usually tasked without cranking out complex products for projects that we never rally have time to do properly. I would love to learn different methods utilizing different tools if possible that would improve our product design efforts.
Thanks,
Bob
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So many options, depending on what tools you have, what you are familiar with and what the desired result should be. To replicate the above I would use Vertex Tools and SUbD.
But here is a simple version using a besier curve and curviloft.
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Very good @Box. I had thought it something similar but had not tried it.
Would be another good example to add to your Tips and Tricks thread.
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Here's a slightly different version using that same method but with little arcs to make the shapes flow together and given some thickness.
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@ntxdave said:
Very good @Box. I had thought it something similar but had not tried it.
Would be another good example to add to your Tips and Tricks thread.Yes,very very good @Box Did you add thickness to the entire surface all at once or a segment at a time? - I ask, because this opreation is often a very shaky affair for me
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the only shortcoming is the inner grooves. The original ones have variable profile (soft on equator and a bit sharper on top\bottom). The model on gif have constant sharp V-shaped ones.
Maybe Subd+FDD would be a better choice? -
@hornoxx said:
Did you add thickness to the entire surface all at once or a segment at a time? - I ask, because this opreation is often a very shaky affair for me
On the thickened version I changed the original group to a component before doing the radial array, then just added the thickness to one and the rest followed.
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@rv1974 said:
the only shortcoming is the inner grooves. The original ones have variable profile (soft on equator and a bit sharper on top\bottom). The model on gif have constant sharp V-shaped ones.
Maybe Subd+FDD would be a better choice?I mentioned that If I was trying to replicate it I would probably use SUbD and Vertex tools, what I show is a concept to give ideas of one possible way to move forward.
If you look at the rendered version you'll notice I added small arcs in the joins too help smooth out the shape, which I also mentioned. -
Fantastic. Thank you so much!!
I ended up doing it this way but would love to see the "SUbD and Vertex tools" method also. that is what i would really like to get better at for furniture, etc.I did not include the smooth arc transition between bumpouts just to save time and polys.
https://3dwarehouse.sketchup.com/model/55afac3f-fb20-47fc-b859-4a17300d39ee/Harper-Pendant-by-Tech-LightingIf anyone has some free time on their hands and would like to show a quadface solution, please feel free!! Complicated furniture has been a thorn in our side when trying to bang out architectural projects quickly for clients that never understand that these things they want us to "plop in there" dont just appear out of the ether!
thanks again,
bob -
so cool
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