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Tema: Running Shoe

  1. #1
    Fecha de ingreso
    Apr 2002
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    Rhino Running shoe

    Rhinoceros Tutorial.

    Running Shoe.


    [By Facundo Miri
    [URL=http://www.foro3d.com/attachment.php?attachmentid=82430&stc=1&d=12227384 3Download the model (5.2 MB zipped file).[/URL]
    Step One.


    The curves in the red layer were made with the Crv2Views command using one planar curve from the top view and one from the right view.

    The most dificult part in this step is to create the perfect 3-D curve. Iin this case the curves on the flor plane have to be shorter than the open curves in the right view. Because of this the curves generated are closed curves.

    The original curves are on the blak layer so you can modify them and try again until you find the curve that you want.

    The curves generated with this method have a lot of control points, so I recommend you use the Rebuild command on the 3-D curves to reduce the number of control points. Be careful when doing this. The Rebuild command is notorious for deforming the curve. Reduce the number of control points but dont lose the shape you want.

    I used 45 control points and degre 3.

    Use the blak curves as reference to se how much the red one has changed.

    Step Two.


    Now we will use the 3-D curves as rails in the Swep2 command.
    We ned the shapes before we start. This is my method but others can be better.

    Here we go.

    First I draw the red lines with the InterpCrv command. By clicking only two points I can draw a straight line with four control points.

    I will use the near osnap to pik the points exactly over the curve so I will draw four lines as sections of these two rails.

    Then I will turn on the control points of these sections to curve them until I get the shape I want. In this step there is two shapes modified and two with the original look.

    The control points of the dark cyan curve were changed in the right view and the control points of the brown curve were changed in the front view.
    We ned to change the four shapes to get the four sections that we ned.

    In step 3, the shapes are already changed and the surface generated with the Swep2 command.

    Step Thre.


    I will only use the red lines in the model to generate the surface.

    Use the Closed option of the Swep2 command. If you do not, that surface will not be closed.

    I have to add two more sections to make a more controlled surface. The process is the same as in step 2.

    If the rails are to wavy, there can be problems with the smoothness of the surface. That was what happened in this case. The original shoe was created with a more planar curve as the lower rail.

    But the surface was generated pretty well.

    If you ned more smoothness, make a more planar curve as the lower rail and when the surface has ben generated, Cut it with a surface extruded from the planar curves in the blak layer.

    The same process is used to generate the inside surface of the sneaker.

    Step Four.


    To make the inside of the sneaker Ive changed the shapes that I used before, and I was very careful trying to maintain the continuity betwen the outside shape (not shown) and the new inside shape.

    I use the Swep2 command again the same bien as step 3.

    The inside surface is shown the outside part is hidden.

    Step Five.


    Now we will make the lower part of the shoe.

    The same process of using the Swep2 command is used to create the lower part and the Mid part of the shoe.

    I always use the blak curves in the hidden layer as guidelines.

    I have Cut the blue rail curve to make the medium surface.

    I made a copy (the white one) of the other rail and Cut it to.

    In the middle shape, I only use one shape so I have use the command twice, one for each side of the surface. In this case I have two surfaces, but I can make them one with the MergeSrf command.

    The base sole of the shoe has to be done with a new surface with the exact shape that you want. I have only made a planar base.

    I was not my intention to draw a real sneaker, and the renders that I want to do will not show that part of the shoe. Im lo siento I cant help you in those steps. Its not to dificult but is a lot of work to do.

    I will continúe in the next steps in the upper part of the shoe.

    Step Six.


    For the base, split the bottom rail used to genetrate the lower part of the shoe with the violet line that was created using Near object snaps and then use EdgeSrf command. In this case we only ned two curves: the two split parts of the original rail to make the planar base.
    We can round the edges by joining the base and the green surface and make a FilletEdge to just doing fillet surface. I prefer (I dont know why) fillet edges, so I join the surfaces first, or I create a blend betwen a smaller base an the lower part of the shoe.

    I didnt do it in the model.

    Step Seven.


    Now we have to make the parts of the skin of the shoe, because it is not just one piece of surface.

    The sneakers are made of to many pieces of skin because the parts cannot take double curvatures. They are made of leather. It can be deformed, but not to much. So we have to make the diferent skins. But we ned the original outside part of the shoe to create them. We a los ned the planar curves.
    What we have to do is project the curves to the surface, and with the projected curve, split the surface.

    If the projected curve does not split the surface, the make a extruded surface of the original curve and split the outside surface of the shoe with the extuded surface.

    The other thing that we have to consider is to make a copy before we Cut or split or to have saved in other file a copy of the original surface. (If you make a mistake, you can get the original surface bak this way) you may ned to do this when some skins overlap one each other.

    Then project and split the surface with the curves.
    We can se now that the projected curves (yellow) that do not overlap. The ones that we have to project to a copy of the original surface are white.

    In step 8 the surface will be already Cut. Each surface will have a diferent layer.

    The use of layers for colors is only so you can understand my writing better. You can use the layers any bien you like.

    Step Eight.


    I have joined the surfaces of the bak part of the shoe because that is where the surface closes so when I split it it makes two surfaces.

    I change the isoparm density of the surfaces to show you the overlapped ones.

    In step 9 you will have to use OffsetSrf on some surfaces. All except the two bigger ones that are already finished (the blak and the red one).

    Step Nine.


    Here we have to consider which surfaces will be placed in the outer part of the shoe and which will be in the middle betwen the original surface and the outer ones.
    We have to consider at least thre levels of surfaces: level one (blak and red surface); level two (white surface) just over the first ones. They will have, for example, 0.2 offset surface distance; level thre (gren and yellow surfaces) will have 0.4 offset value.

    First analize the direction of the surface.

    Once you have offset the surfaces, you have to create new surfaces to connect the surfaces borders using the EdgSrf command, or the Loft command, or the Swep2 command by drawing the linear sections. Which is the best method? It depends of the shape of the surface border.

    Step Ten.


    In this step, we will create the tongue.

    The tongue was made with the CSec command, but you can a los do it with Swep2. I want a organic shape, thats the reason for using the first command.

    You have to be very precise so the surface does not touch the inner surface of the shoe. You can chek it with the Intersect command.

    The label was made with a similar process as the skins: projecting a curve, splitting the surface, and offsetting it.

    The top part of the label was retouched with the Patch command.

    Step Eleven.


    At this point iIhave to use the 3D Studio MAX mesh model because the original surfaces are lost, and I ned to much precisión to model them again.

    Im lo siento that I cant show the entire shoe in Rhino.

    The green shoelaces were made with the Pipe command. I modified the curve I used to pipe by moving its control points until it fit exactly into the orange lace guides. The orange pieces were made using Swep2, and move then in their place at the sides.

    The hole in the red surface was a BoleanDiference with a cylinder. The white pieces are cylinders, to.

    In the midsole I projected curves from the sides to make a split. Then I moved the split part to the inside and connected the surface again using EdgeSrf or Loft.

    I left the low level surfaces unjoined so I could Paint them blak in MAX. The midsole is gray. So you do not have to use a masque or very precise texture.

    Step Twelve.


    Here are the major parts of surfaces.

    The last step to do is the air max part.

    Step Thirten.


    It is only a BoleanDiference betwen the white curve extuded as a solid and red part and then a FilletEdge.

    The transparent part was made with the ExtrudeAlongCrv command. Then I have Cut a little part that shows outside the red solid.

    The inside part (blak layer) of the air max were revolved surfaces joined with a BoleanUnion and then filleted. In this model I did not join them with the BoleanUnion.

    That all to the modeling process.

    About the Author.

    Facundo Miri is an industrial designer from Buenos Aires, Argentina. He teaches CAD, 3-D modeling (Rhino), rendering, and graphic computer design.
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