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    Modeling this Ralph Pucci Chandelier

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    • T Offline
      toddakeson
      last edited by

      Any tips if I actually want to model the geometry?

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      • Rich O BrienR Offline
        Rich O Brien Moderator
        last edited by

        That texture ain't seamless.

        To model something this complex in SketchUp is not advised.

        Try Rhino with Grasshopper

        Download the free D'oh Book for SketchUp πŸ“–

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        • T Offline
          toddakeson
          last edited by

          Is there any way to make the texture seamless? I imagine I could work it out in Photoshop?

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          • micioneM Offline
            micione
            last edited by

            A quick attempt:
            Tools used:
            Tools on surface (trace a path)
            Tape Maker (to create a solid conical)
            Artisan (Sub / sm)


            capture-20131206-193908.png

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            • olisheaO Offline
              olishea
              last edited by

              You can make a seamless texture in photoshop using the offset technique but it can be hit or miss depending on the size and type of texture. Google photoshop seamless texture offset. Of course it is possible though.

              I tried something similar to this a while back and almost went crazy. It's really quite difficult.

              I would start with a truncated globe and make a rotation array around the volume. Use JPP (joint push pull) to add thickness and then subdivide with Artisan to make everything smooth.

              If you model in segments then make a rotation array you can ensure the geometry is seamless.

              honeycomb lamp thread...which kinda went off topic!
              http://sketchucation.com/forums/viewtopic.php?f=333%26amp;t=50584

              also a working model that may give you some ideas of how to tackle the issue in sketchup:


              honeycomb.png

              oli

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              • T Offline
                toddakeson
                last edited by

                Thank you Micione and Olishea for the great suggestions!

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                • olisheaO Offline
                  olishea
                  last edited by

                  I attempted the truncated globe idea but it doesn't work. I tried using a honeycomb to keep things simple. Once subdivided it keeps the edges straight which isn't what I wanted to achieve. It won't subdivide into a globe shape once I had draped the honeycomb over. 😑


                  honeycomb2.png

                  oli

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                  • Rich O BrienR Offline
                    Rich O Brien Moderator
                    last edited by

                    ralphy-balphy.png

                    Getting to this is straight forward. It is the missing elements that require manual rework....lot's of it πŸ˜•

                    Download the free D'oh Book for SketchUp πŸ“–

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                    • olisheaO Offline
                      olishea
                      last edited by

                      How did you do that?! I can think of a few ways but they take a loooong time. Did you twist the globe and multi face offset? Deleting the inner parts etc...

                      [edit] I managed to do it but it's by no means made up of quads. Messy mesh. 😞

                      oli

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                      • Rich O BrienR Offline
                        Rich O Brien Moderator
                        last edited by

                        Vertex Tools with soft falloff and select the top vert and rotate...

                        Image 12.png

                        Pull a copy off one twister out blah blah blah...

                        Blender takes about 3secs to do the same when using proportional editing for the translations

                        Download the free D'oh Book for SketchUp πŸ“–

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                        • cottyC Offline
                          cotty
                          last edited by

                          @toddakeson said:

                          Any tips if I actually want to model the geometry?

                          I think there is one basic element in there which you "only" have to position correctly...

                          cotty_RP.jpg


                          Pilou friendly file πŸ˜‰

                          my SketchUp gallery

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                          • olisheaO Offline
                            olishea
                            last edited by

                            I made a sphere, offset the faces, deleted inner faces, used FFD to twist the globe and squash it. Then JPP and Artisan. 😳 Not quads though. 😞 And it only took 20 minutes to display the geometry. I can make a pretty photo-realistic looking tree with 5 times less polys!


                            globe1.png

                            oli

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                            • olisheaO Offline
                              olishea
                              last edited by

                              @cotty said:

                              I think there is one basic element in there which you "only" have to position correctly...

                              ONLY!! lol Just tried, failed, gave up πŸ˜„

                              What's worse is that these elements seem to overlap each other in places. ❓

                              oli

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                              • olisheaO Offline
                                olishea
                                last edited by

                                Got something a little bit closer.

                                Left side I just manually copied Cotty's component around a globe. Right side I used fur plugin. Managed to get some good overlaps but it's still very messy. πŸ˜†

                                The fourth image just uses less components. You have to use a sphere with less faces as fur plugin sometimes uses more than one component per face, even though I told it not to. πŸ˜†

                                Fifth image I squashed a sphere using FFD and then ran the fur plugin. I can't think of any other way to do it. Once you use the Cotty component it's a 2 minute job with fur plugin.


                                cotty_ralphpucci_V6_1.png


                                cotty_ralphpucci_V6_2.png


                                cotty_ralphpucci_V6_3.png


                                cotty_ralphpucci_V6_4.png


                                cotty_ralphpucci_V6_5.png

                                oli

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                                • olisheaO Offline
                                  olishea
                                  last edited by

                                  How is the real lamp illuminated? From the bottom dish?

                                  I'll stop posting now I don't want to spam the thread lol


                                  cotty_ralphpucci_V6_6.jpg

                                  oli

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                                  • massimoM Offline
                                    massimo Moderator
                                    last edited by

                                    Well done Oli, you're getting close. πŸ‘
                                    One observation is that the elements seem to be bent following the curvature however. Now just use Fredo's bending tool on each of those...πŸ˜›

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                                    • olisheaO Offline
                                      olishea
                                      last edited by

                                      @massimo said:

                                      Well done Oli, you're getting close. πŸ‘
                                      One observation is that the elements seem to be bent however... πŸ˜›

                                      Cheers massimo,

                                      I know...You can see at the equator of my model how it looks faceted. 😞

                                      Problem is, the squashed globe has different curvature at different points. The equator is the most bent, then almost flat as it rises. hmmmmmm. πŸ˜† If it was a sphere then things would be much easier.

                                      I think this is possible in SU but lots of manual work required as Rich said.

                                      Could even use 3 different components for the fur plugin. Slightly bent, bent and majorly bent!

                                      Or how about intersecting the components into the globe? Then JPP the result, that would work. β˜€

                                      The mind boggles! πŸ˜†

                                      oli

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                                      • BoxB Offline
                                        Box
                                        last edited by

                                        Wouldn't the most straight forward way be to, shape the sphere then take one longitudinal segment as a starting point and draw the shapes you want, extrude them and subdivide/smooth. Make that a component and rotate array it.

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