Modeling Furniture
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I have started to model a proxy of this Restoration Hardware chair. My SketchUp model is attached. The geometry may seem totally disorganized and inefficient because this is my first ever attempt at creating a proxy for Artisan. Does anyone have suggestions for where to go from here? I have been testing Artisan's subdivide and smooth, though the results are not great. I'm not so worried about the tufting. I just want to be able to eventually render in V-ray and have the shape look spot on.
Thanks!
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This could give you a hint... or more ! http://sketchucation.com/forums/viewtopic.php?f=81%26amp;t=57637
Not talking about this ... http://sketchucation.com/forums/viewtopic.php?f=335%26amp;t=42938
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Model in quads (blocks or squares) and stay away from triangles as much as possible. With quads you have more control to move things around and add geometry as needed without things getting messy.
Keep in mind with Artisan that the closer two parallel lines are, the less smoothing that will take place. So for example, if you subdivide and smooth the arm of your chair and it's turning out too rounded and thin, you need to add splines to reinforce the edges. If this isn't clear, do a little experiment: make a cube and subdivide and smooth it. What you will get is a ball... but if you take that same cube and looking at it in front view you run the knife tool close to each edge, instead of getting a ball you will get a rounded cube when you subdivide and smooth it. The further from the edge those splines are, the more rounded it will be.
So what you want to do is decide where you need to run splines on your chair in order to hold it's shape but still round out in the correct amount.
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This might help to show what I was trying to explain...
The violet is of course the subdivided and smoothed version. -
Sorry it took some time to get back to you. Thanks for the tips! It seems like it just takes time and practice, which is hard to stomach sometimes when you're on a deadline I'll keep at it
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