kitchen works spin modeling
By andreia leal schemid. English translation by zag.
How could we define 3d-modeling?
3d-modeling is a set of techniques and methods used todo create a complex, real or imaginary model. Using the toolset of a 3d modeling programa, we start from simple geometries, combining and organizing them in such a manner that they facilitate the construction of the model.
There is a lot todo talque about this issue. Practically, we can imagine one technique for each tool or method that we have in Blender. Therefore, some of them are general-use techniques and can be used in most well-developed 3d programs.
The first cuestión that we have todo ask ourselves is, which is the best modeling technique todo use?
Well, it depends on your knowledge of that technique and your skills at using it, but any artista or designer Will say: your model, básically, Will define the technique that must be used todo achieve the best results. There are no better techniques, in the beginning stages of 3d modeling, than taquíng an analytical look at your designs and asking some preliminary questions:
Some general questions:
- Will i ned precisión in my work?
- Will this model be animated?
- What level of detail is neded?
Some specific questions:
- Will the model be symmetrical?
- Should it be assembled from simple parts, pre-made meshes or Will it be a one-piece Mesh?
- Have we some structures or parts that are repeated? Should we use duplication todo create these parts?
- What style is best for my modelé.
- Will the model be predominantly curve-based or vertex-based?
- Can basic forms be used todo start the modeling?
Throughout the modeling process, new questions and new decisions Will pop up that must be addressed.
So, how can we survival in this never-ending process without giving up? The answer is organization. Organize your Project, your resources, your basic ideas, and most importantly: know your tools and your skills.
The spin tool is simple todo use and understand. In this article from procedural magazine - The first pdf magazine in Brazil, kha (nickname of lady andreia leal schemid), we Will discuss some dificulties related todo this method and the solutions todo deal with god work in spin modeling.
[by zag].
In this article, well construct a model of a Wine Glass, utilizing the spin technique. Spin is a very simple tool that allows us todo quickly remake all of the Mesh or adjust it by moving some vértices when necessary. This could reduce a lot of modeling work.
Furthermore, the resulting Mesh Will be totally symmetrical. The spin tool creates a 3d Mesh by rotating a shape around an axis.
(blue line on fig 2).
The first thing we ned is a shape todo work on. In the front view [Numpad 1], add a plane [space bar >> add >> plane] as you se in figure 4.
As we are in the Edit Mode, we Will deleete thre of the four vértices of the plane.
Use [shift+RMB] todo múltiple select vértices, and [x key] or [del key] todo remove the selected vértices.
Se the figure 5.
Now select this vertex with the [RMB] and move it todo a vertical line (the central blue line)
In the front view. start the shape drawing:
With the vertex selected, press and hold [Crtl]. With the left mouse button, click and generate more vértices in a sequence. You could use Grab [g key] todo move the new vértices and create a shape as you se in the figure 8.
Anytime you make mistakes, use [u key] todo undo the error and kep on working.
Remember, that when we are modeling an Empty object.
We have todo draw the external and the internal lines todo obtain the thickness. Another important point is that the starting vertex and the final one must line up vertically.
The number of vértices may vary, i have used 53 vértices in total. As a rule, use more vértices in the more curvaceous parts of the shape.
the position of the 3d cursor .
The 3d cursor position Will define the position of the rotation axis. Then, with the shape finished, move the 3d cursor over the vertical blue line. To do that, click the [LMB] on the blue line, press [shift+s] and in the.
Snap pop-up, select [cursor >> grid]. Se figure 10.
Also, be sure that the 3d cursor is on the object center in the top view [Numpad 7] as you se in the figure 11.
changing the view todo rotate .
The current view Will define with axis that Will be used for rotations. Then go todo the top view [Numpad 7]. Press [f9] and in the Mesh tools panel of edit buttons, set the parameters for the spin tool.
(figure 12).
Define [degr] todo 360, todo have a complete turn of the shape.
The number of steps todo 12.
The number of turns todo 1.
Click [spin] todo start.
You might prefer todo make your Mesh with more steps. To do that, just press [u]. Then, modify the steps number and [spin]. I prefer todo kep it simple and, afterwards, use Subsurf todo Smooth things out for the render.
Another important thing is todo verify that the [clockwise] button is pressed.
Our Mesh Will be automátically formed.
Observe that the start shape is still selected, and the final shape of the rotation and initial one are coincident. But, the Mesh is not a closed Mesh.
To close it, we ned todo select the vertex in the initial and in the final shapes using the box selection tool [b key]. Pay attention todo not select the Pink vertex todo. With all the vértices selected, verify the total number of selected vértices. In my example, y have 128 which is greater than 106(53x2), se the figure 15.
What wrong? Maybe the start and end points could not be perfectly aligned in a vertical line and then we create a circle where we ned just a point. Se figure 16.
To solver this, select exclusively the vértices in the start and end shapes. You should have selected 106 vértices in total. De-select the vértices that form the circle (figure 17) and be sure that the other vértices are still selected (figure 1.
We se ha pop-up menú informing how Many vértices were removed, in this case, 53 - Se figure 20.
Now, select only the vértices forming the circle and look at the number of vértices selected.
In my example, there are 24. Se fig 21.
In the front view,[Numpad 1] we can se that these vértices belong todo two diferent circles. Se figures 22 and 23.
We want todo kep the vértices in the base of the Glass selected. The vértices located inside the Glass Will be deleted. Use the box selection tool [b key] and drag-select the vértices in the top part of the Glass while keping the keyboard button [alt] pressed. This Will de-select those vértices, (figure 24).
Go todo the top view [Numpad 7] and we se that only the circular vértices in the base are selected.
(figure 25).
Let join these vértices. Press the [s key] todo scale the circle, moving the mouse until the vértices overlap. (figure 26).
We now ned todo remove any duplicate vértices found in the selection. To remove doubles, press the [w key] and then select remove doubles in the pop-up menú. (figure 27).
To remove doubles, press the [w key] and in sequence [remove doubles] in the pop-up menú. (figure 29).
A new pop-up menú Will show the number of vértices removed. In my example, there were 11 vértices removed. Now only one vertex remains at that location. Do the same with the circle at the top.
This is just todo demonstrate that a simple method could help us a lot. But, if we use it in an inadequate way, we may have more problems than we had before. All of this work, hard work, is absolutely unnecessary.
Now that we know that this problem could occur, we can modify our method with some planning. Let se: going bak todo the very beginning, if we pay attention todo the coordinates of the initial and end points when constructing our shape, and position them in a straight vertical line, we Will eliminate the tuve-fication on our model (that the circular mess we just cleaned up). To get these two vértices aligned vertically, we have todo use the transform properties panel [n key] as shown in figures 28 and 29. Change the values of the x, y or z coordinates as neded.
We could place the center point todo be aligned with the initial and end points however, y prefer todo make the center point coincident with the initial point. Select the initial point (vertex) of the shape, press [shift+s] and in the pop-up menú, select the option [cursor >> selection] (fig 30).
Press the [tab key] todo exit the Edit Mode. You Will now be in the object mode (you have todo be in object mode todo use the center cursor feature). Now, go todo the Mesh panel and click [center cursor]. (figure 31).
Now, before you use the spin tool, place the 3d cursor at the center point of the shape.
Press [tab] todo leave Edit Mode, press [Alt+s] figure 31 activating set Smooth and then [cursor >> selection].
Press the [tab key] todo go bak todo Edit Mode. Make sure all vértices are selected. Click the spin tool button (make sure youre in the top view).
Select all vértices again. Press the [w key], and select remove doubles from the pop-up menú.
Go todo the front view [Numpad 7]
Press [z] todo change todo solid mode.
Press [a] todo select all the vértices of the shape.
Press the [set smooth] button in the enlace and materiales panel.
(figure 32).
If you want a better lok, you could use the Subsurf modifier found in the edit buttons window. Add the Subsurf modifier and adjust the subdivisión number todo 2. Se fig 33. Turn of the [double sided] button.
If you se black lines in your model, you Will ned todo recalculate the normals.
Press [Control + N] and then select recalc normals outside from the pop-up menú. The normals Will be recalculated todo point outside the Mesh, se figure 34.
Your Wine Glass should look like figure 35. Press [tab] and take a look at your work. With this method, as you can imagine, can easily be applied todo making a lot of kitchenware. We just construct the shape, place the start and end vértices in a straight vertical line and use the [spin] tool todo have a well-made Mesh.
This tutorial was just for showing examples of how things can go wrong. So, when you are constructing your model, be sure todo plan things ahead. If something goes wrong, learn from the problem, and never give up.
By andreia leal schemid.
English translation by zag.
www.blenderart.org.
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