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    Modeling this Ralph Pucci Chandelier

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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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