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    Organic modelling question

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    • F Offline
      fbartels
      last edited by

      Clearly someone is making shapes like this... or this is a very good render 😄

      http://ffffound.com/image/fb8c3ee691900b17e6f73065e127243713eb382b

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      • soloS Offline
        solo
        last edited by

        A difficult endeavor no doubt.

        How about creating a curved face then using curved face tools (Fred's script) to cut out shapes. Then using JPP (fred script again) to pull depth. Once you have a few variations of these then you can use Whaat's Sub-smooth script to soften the edges in order to look organic?

        http://www.solos-art.com

        If you see a toilet in your dreams do not use it.

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        • P Offline
          princedragoncok
          last edited by

          @unknownuser said:

          How about creating a curved face then using curved face tools (Fred's script) to cut out shapes. Then using JPP (fred script again) to pull depth. Once you have a few variations of these then you can use Whaat's Sub-smooth script to soften the edges in order to look organic?

          Cool thanks, I'll look into getting those scripts.

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          • R Offline
            remus
            last edited by

            Fred, those look significantly simpler, i reckon you could do those just by usign a load of push pulled rectangles and subd and smooth. I might do a quick test when i get home...wish me luck 😛

            http://remusrendering.wordpress.com/

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            • J Offline
              johnsenior1973
              last edited by

              @princedragoncok said:

              How is it possible to scale just the top parts? I'm trying to imagine it with a rectangle now.. wouldn't the whole thing just be equally scaled/stretched? Is there some way to just select a portion of a rectangle?

              You just select the top face. And you use the Zorro (or knife if you have Subdivide and Smooth) close to the top so that is the only part that is affected.

              A rectangle wouldn't be the best example because it would just create two triangles on each verticle face and would look pretty bad. The best way to demonstrate this would be to use the free hand draw to create a random shape.

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              • P Offline
                princedragoncok
                last edited by

                @unknownuser said:

                You just select the top face. And you use the Zorro (or knife if you have Subdivide and Smooth) close to the top so that is the only part that is affected.

                Thanks

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                • R Offline
                  remus
                  last edited by

                  Well heres a very quick first go at it:

                  http://farm4.static.flickr.com/3207/2490395740_61f7a3b630_o.jpg

                  I reckon it might work with some further refinement. We'll see.

                  http://remusrendering.wordpress.com/

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                  • P Offline
                    princedragoncok
                    last edited by

                    Nice one Remus, you're certainly on the right track. how did you do it?

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                    • R Offline
                      remus
                      last edited by

                      Here you go, did a quick tut.

                      Main points to note: this method gets very boring very quickly, although i imagine once youve done maybe 5 strand proxies you could just copy and rotate them. This would speed things up quite a bit.

                      The finished model is also likely to have a lot of polys, so try and keep the number of subd and smooth iterations as low as possible.


                      tendon tut.skp

                      http://remusrendering.wordpress.com/

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                      • P Offline
                        princedragoncok
                        last edited by

                        Thanks very much for taking the time to do this Remus 😛 . Don't have sketchup on this comp but will check it out when I get home

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                        • P Offline
                          princedragoncok
                          last edited by

                          great tutorial remus, thanks alot. Can't beleive how easy it is with subdivide and smooth. an amazing tool. Nice one too fred

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                          • R Offline
                            remus
                            last edited by

                            Indeed it is a very cool plugin, it opens up a whole world of possibilities.

                            One word of warning though, its very easy to get carried away and rnd up with millions of polys on a spoon, this tends to slow SU down a lot, especially if you decide you want to model a matching teapot to go with your spoon.

                            http://remusrendering.wordpress.com/

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                            • M Offline
                              matteo
                              last edited by

                              You may give a try to Topmod:

                              http://www-viz.tamu.edu/faculty/ergun/research/topology/

                              It is free and can reads & save obj files.

                              /matteo

                              hire me: http://www.nonsolo3d.it/ !

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                              • J Offline
                                Jorgensen
                                last edited by

                                Wow, now that's crazy ! 😲

                                sketchup pro 2016 16.1.1449 64 bit | windows 10 pro | i7-3770k @3.5 GHz | 16gb ram | gtx 780 ti / gtx 980 ti | nvidia driver 368.39

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                                • F Offline
                                  fbartels
                                  last edited by

                                  A variation on Remus's approach. It's not your Daddy's SketchUp ... subd and smooth ... oh my gosh ... the possibilities!

                                  http://dws.editme.com/files/MayJune2008/nyds small.jpg

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