Wacky Modelling ~ In Carrara ~

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  • MistaraMistara Posts: 38,675
    edited June 2019

    Thank you

    Sees oreos and feffenues cookies

    nomms checkers board

    Post edited by Mistara on
  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • Bunyip02Bunyip02 Posts: 8,594
    edited June 2019
    Selinita said:

    Building A Simple Triangle

    How would you do it..? (See attached PDF for how I did it - could you imporove on the method?)

    image

    I used the Text tool with Wingdings 3 font

     

    Triangle 1.png
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    Triangle 2.png
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  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • DiomedeDiomede Posts: 15,168
    edited June 2019

    Sounds like a quick job for the spline modeler, using the COMPOUND function and controlling bevels.

     

    But within the vertex modeler, without yet looking at the pdf, here is how I did it.  I decided that my desired result was a triangle that could be used with smoothing, and that means the corners have to be braced with lines.

    - In the vertex modeling room I inserted an oval and set the desired number of sides to 3, which yields a filled triangle.

    - I then used the tessalate menu to divide the triangle mid edge to center, which yields quads.

    - With all selected, I then used shift-extrude to get a middle area polygons and edge polygons, if that makes sense.

    - I deleted the middle polygons.

    - I selected the corner lines and used extract-around to create lines bracing each corner.

    - I selected all of my hollow flat triangle and added thickness.

    - I used control-extrude to so that the triangle was four polygons thick (allows each edge to be braced independently).

    It would be easy now to morph the triangle to make the faces, legs, or corners more round.

    Even with smoothing ramped up to 3, the triangle holds its basic shape well.

    tt01 insert 3 sided oval in vertex modeler.JPG
    1313 x 644 - 88K
    tt02 model tessalate midedge to center.JPG
    1092 x 758 - 50K
    tt03 extrude with lnked polygons checked.JPG
    1260 x 799 - 87K
    tt04 delete center.JPG
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    tt06 select corners and extract around.JPG
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    tt07 model add thickness.JPG
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    tt08 translate to get very narrow edge.JPG
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    tt09 extrude twice to get other braced edge.JPG
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    tt10 can apply smoothing if desired because braced.JPG
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    tt12 test render smoothing set to 3.jpg
    640 x 480 - 11K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,168
    edited June 2019

    And I just looked at Selina's pdf.  Pretty much the same, except I used extrude after adding thickness, while Selina selected the edges and used quick filet.  Model ends up similar, but can see that Selina's has the roundness baked in, while mine is more flat.  yesyes

    Post edited by Diomede on
  • MistaraMistara Posts: 38,675
    edited June 2019

    splines very mysterious

    prolly the way to go for making a slinky?

    taper scaling?

     

    Post edited by Mistara on
  • DiomedeDiomede Posts: 15,168
    edited June 2019

    Here is a way using a cross section and a polyline.

    - in vertex modeler, use the pen and polyline tool to draw a triangle on a drawing plane

    - insert an oval and choose the number of vertexes for the cross section

    - shape the cross section if desired

    - use Construct : Sweep, makin sure link polygons is not checked.

    - use select edge tool to just select the corners

    - use extract around to get the support braces

    - apply desired smoothing

     

    cc01 use polyline tool to draw a triangle.JPG
    1517 x 739 - 94K
    cc02 insert oval or any shape of the triangle crossection.JPG
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    cc03 extrude use preset do not link polygons.JPG
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    cc04 test render.jpg
    640 x 480 - 11K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,168

     

    Mystarra said:

    splines very mysterious

    prolly the way to go for making a slinky?

    taper scaling?

     

    For slinky, could use spline modeler.  There is a spiral preset that would be good for a slinky.  Could also use a cross section and a polyline in the vertex modeler similar to 2nd method I did for triangle.  

     

  • DiomedeDiomede Posts: 15,168

    Here is a slinky using (a) vertex room cross section an polyline curve, and (b) spline room spiral preset

    ee01 slinky vertex modeler.JPG
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    ee02 spline model extrusion preset spiral 6 turns.JPG
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  • MistaraMistara Posts: 38,675

    slinky  thanks

  • StezzaStezza Posts: 8,051

    great inputs... 

    I would just use the rack of eye and draw a polyline triangle extrude add thickness, extract around the corners and then smooth.... 

    for the slinky I think I would just use the spring plugin by sparrowhawke and adjust the settings to get me a slinky. devil  cool

  • StezzaStezza Posts: 8,051
    edited June 2019

    rainy Sunday downunder today... so I have done some wacky modeling on Woody and also boned him!

    up to this stage.. 

    Woody Downunder.png
    800 x 600 - 244K
    Post edited by Stezza on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,202

    Boned a Woody blush

    you should be proud

  • Bunyip02Bunyip02 Posts: 8,594

    rainy Sunday downunder today... so I have done some wacky modeling on Woody and also boned him!

    up to this stage.. 

    Love the hat !

  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • StezzaStezza Posts: 8,051
    edited June 2019

    starry food... mmmmm .... for our star models yes

    modeled a wacky spaceship for Buzz to buzz around in.. smiley

    SpaceShip.png
    800 x 600 - 224K
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  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • TangoAlphaTangoAlpha Posts: 4,584

    Model->Crease Edges is probably your best bet.

  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,202
    Selinita said:

    Nice ToyStory models ...


    Still at basic - proper polyflow, is there a way to cheat?

    image image image
    Smoothing: 1 Smoothing: 2 Smoothing: 3
    1. Two octagon tubes manually joined by edge extraction along,individual vertices aligned before welding and thickening (if that makes sense)
    2. Said tubes now one contiguous mesh with center diagonals filletted by odd number (1)
    3. Ditto, center diagonals filletted by even number (0)

    Starting reading my new book - Carrara doesn't offer Edge Collapsing (there are alternative ways of doing this though it just takes longer and I'm lazy) that I can find. Anyone know any better?

    Select loop dissolve?

  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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  • StezzaStezza Posts: 8,051
    edited June 2019

    Two wacky models today... Duke Caboom and his bike !!

    Duke Caboom.png
    640 x 480 - 206K
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  • DiomedeDiomede Posts: 15,168

    Had to search for Duke Kaboom, but so glad I did.  Fantastic job on the models and textures.  

  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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