Model this: tennis ball
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Aaaaaaaaaaaaaaaahhhhhhhhhh!!!!!!!
[flash=600,450:omac64e5]http://www.youtube.com/v/jtnTM5ZbX4g[/flash:omac64e5]
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1 Draw 2 concentric circles
2 Use follow me to create sphere
3 Unsoft one of the outer rings
4 Create 2 planes and intersect them with the sphere
5 Clean and smooth the geometry
6 Use Offset from Tools on Surface plugin
7 Use Joint Push&Pull to push down a bit the connection jointend
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Ely,
That's a clever solution.
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I made mine in halves, used TOC also, but your solution is easier and faster.
Used follow me and made a tube to cut in groove, solid tools to subtract tube from ball.
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It took the long way around to get to this but eventually got something close
Model_This_Tennis_Ball_SCF.skp -
Rich, you certainly did the hard way, I initially thought of going the Artisan route but after seeing your first video I decided there had to be an easier way.
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I was more interested in the construction. Though I admit that Ely's is so elegant and simple.
What's worse is i'm failing here too....
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Rich, I do like your mat for the ball however, what is it? did you use displacement?
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The material is seamless made from a google search for 'tennis ball texture'. No displacement just a max. intensity bump from PixPlant that I lowered in Thea.
The fur is one hair populated in Thea 20,000 times with various buttons pressed to get some sort of translucency.
I can put the materials here if you want but the texture in the earlier post is same size anyway.
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Ah, you used instancing, cool. how many poly's?
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I try not to use artisan or other plugins unless necessary(usually they are much more complicated than native tools ) .
Here i smoothed it a bit in artisan.
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For the fur? 128,000 I think
The fur was an 8 sided tapered cylinder bent with FredoScale resulting in 64 faces. Then instancing in Thea. I'll be honest it was my first attempt at this and if I show the output now I'd need to delete my account here
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Rich, I decided to challenge SU, and make the hairs using the fur plugin.
Brought SU to it's knees, so slow that even trying to access menus took long.
This is just crazy, I'm gonna try export to Thea now.
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That was pretty fast, imported in less than 20 seconds, one minute to set up and 5 minute render.
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How did you do logo?
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@unknownuser said:
:thumb:
How did you do logo?
Intersected the extruded text with model, then put a different color fur on those selected faces and another color on the rest of ball, in Thea I made the fur on the solo faces dark grey/black and the other yellowish green.
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geodesic, intersect with cubiod, TOS [offset], JPP, SU concrete and grass [under translucent lime copy upscaled 1.001]
john
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As usual, I probably engaged in over-thinking the geometry. I don't have a tennis ball in front of me, but images online depict arcs that are not parallel.
If the diametrically-opposed arcs are NOT parallel (but are angled, as in a baseball,) then the intersection geometry needs a slight adjustment.
My SketchUp modeling demonstrates how I would build the two options. I originally worked this out while trying to model a baseball, a couple of years ago.
-Taff -
Racquet Sports - Penn / Head Tennis Equipment
Penn Racquet Sports - The Official Ball of the USTPA - Penn/HEAD Equipment is the most technologically advanced equipment developed for the worldοΏ½s top stars and all enthusiastic tennis players.
(www.pennracquet.com)
if you really want to know how one is made...
john
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Hello everyone. This is my first post here on the forum. I saw this challenge and decided to give it a shot. I think it's a really good challenge that seems simple but in reality can be a bit difficult to accomplish. I think I came up with a really good way to do it that is simple and quick. Hope you all like it. After a few attempts, I realized that the curve around the ball has a certain symmetry to it and can be divided into 8 equal parts. My process is based on that idea. Here we go!
First I made a sphere, and erased all but 1/8 of it. I made that section into a component. I then copied and flipped that component to reassemble the sphere. Next, I rotated 1/2 of the sphere 90 degrees.
I then opened one of the components and drew the curved line freehand on the surface. I began at the point marked with the red dot. This point is the center point of this arc.
After tweaking the line by eye to make sure it flowed smoothly around the ball, I offset the line twice on each side. I attempted to use the "offset on surface" plugin, but it produced unfavorable results, so again I did this freehand.
At this point, I exploded all of the components and smoothed the lines where they connected.
After scaling the recessed white line a bit to add some dimension, I continued to add materials and soften all remaining edges.
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