Organic modelling question
-
Clearly someone is making shapes like this... or this is a very good render
http://ffffound.com/image/fb8c3ee691900b17e6f73065e127243713eb382b
-
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?
-
@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.
-
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
-
@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.
-
@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
-
Well heres a very quick first go at it:
I reckon it might work with some further refinement. We'll see.
-
Nice one Remus, you're certainly on the right track. how did you do it?
-
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.
-
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
-
great tutorial remus, thanks alot. Can't beleive how easy it is with subdivide and smooth. an amazing tool. Nice one too fred
-
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.
-
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
-
Wow, now that's crazy !
-
A variation on Remus's approach. It's not your Daddy's SketchUp ... subd and smooth ... oh my gosh ... the possibilities!
Advertisement