I try to modeling a steam iron in Moi 3D, it's very hard

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 From:  Jack Lee (JACKLEEINST)
10240.1 
I hope someone make a tutorial for this, seem I still don't know many things in moi.



















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 From:  Frenchy Pilou (PILOU)
10240.2 
Take a look to the tutorials by Majik Mike for some ideas for modeling objects with nurbs!

http://www.k4icy.com/tutorials.html

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 From:  Jack Lee (JACKLEEINST)
10240.3 In reply to 10240.2 
thx, I will learn these tutorials first.
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 From:  ed (EDDYF)
10240.4 In reply to 10240.2 
There is a Rhino steam iron tutorial here:

https://www.youtube.com/watch?v=C5pJQ5AFseg

I didn't watch the whole video, but it appears the concepts will work in MoI.

Ed Ferguson
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 From:  Mike K4ICY (MAJIKMIKE)
10240.5 
Hi Jack Lee,

I don't think I, alone can figure out what you're trying to achieve with the Network tool here, but I'll take a good shot at it...

Modeling something like the steam iron you show is deceptively easy, but like a fractal pattern, there is a major shape and there are progressively more fine and complex shapes.
And, even the shapes themselves can be deceptively simple, especially in 3D space, which is why you must always consider how a 3D object relates from 2D profiles.

The Network tool alone will not do the majority of the creation work for you, but rather, you need to build upon each part, detail by detail.
For example; start off with the major shape like the main body and then strategize and hone in the more ancillary elements like the wings and recess grooves.

If you are new to Moi3d or NURBS modeling in general, I suggest just concentrating on mastering simple shapes and objects first.
There is no shame in keeping it overly simple at first! This is how all of us started, because if you tackle too much too soon, you'll end up spending a couple of weeks over-thinking it and getting frustrated!

Modeling should be more of a fun "Zen" thing rather than a hangup that eats at you, so dabble with the simple objects first.
If making Network surfaces is hard to tackle then I suggest trying very simple shapes first until it becomes natural.
Moi3d has quirks that can't be tamed for every situation... but with practice, you'll enjoy them and use them for your creative bidding.

Anyways!

All I can offer for now is one approach I came up with that may help:



http://k4icy.com/Moi3D_Tutorials/steam_iron_body01.3dm


In step 1. I drew very simple profile curves to detail the shape: one from the side view to represent the top spine, two from the top view to represent the sides. Those all touched at the front point.
You WILL find that not all combinations of curves will make a Network surface without failing... try four sides, try a few intersecting lines, and on and on.
I drew a complete arc, or rather, two mirrored curves that were then Joined together to make one profile.

Network likes a structure, just like the members of a boat... exactly! Think of a boat's frame - there are rib frames, keel plates, and other profile shapes that define the hull in each direction.



In step 2. Network the profile curves.
- This will NOT always work!
Take my toilet tutorial: http://moi3d.com/forum/index.php?webtag=MOI&msg=4610.1
The network curves for the bowl I set up worked great in Moi V3, but not so much the same in V4. (so, a new surfacing engine.) But still, you should try this tutorial out for practice.

In step 3. I drew a closed profile curve from the side view to represent the hole I wanted to make for the steam iron's handle. I then used Boolean Difference to chop that profile out of both side of the Network surface.

In step 4. I drew a small profile inside of the middle area of the hole. It's good to add additional profiles so that you can control what happens. I first just tried Blending between the edges of the major holes but the surface kinked up real bad in some places, so I needed some control in the middle inside area.

In step 5. I Extruded the small profile - for one reason only... so that I could Blend it (Step 6.) to the hole in the side of the major shape. The extrusion is very flat or straight along one axis which means that when I Blend this part, a Mirror copy of that Blend surface will match and be tangent when I Join them. (Just pick at the .3dm file.)

In Step 7. I delete that temporary extrusion because now I can (Step 8.) Blend the opening of the other side to the other Blend surface.

In Step 9. I Join it all together. The back and the bottom can be made by a series of Planar surfaces.


So Jack, this may be a bit confusing, but just like learning a foreign language, you should just practice, practice and practice, then sooner or later you master the basic problem solving, and eventually, you are more receptive to inspiration to master more complex solutions.


-------------------------------------------------------------

Hey, this was not a true "Majik Mike" tutorial. lol (Should probably sooner or later.) I've been mastering modeling in Blender, believe it or not. I felt like a newbie all over again!
Sub-D modifier-based geometry is not at all at odds with NURBS as they solve different topology problems but can work in harmony. So... would really like more Sub-D in Moi's future. I could finally die then. ;-)
Moi is part of my bread and butter at work though - a few clients know that my 3D contorted and dynamic type makes for more tee shirt sales.
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 From:  ed (EDDYF)
10240.6 In reply to 10240.5 
Mike - Long time no see! You really need to push Blender aside once in a while and do more MoI tutorials :)

I totally agree with SubD & NURBs working in harmony. I just finished designing a SubD car body 100% in MoI: A mid-1930's car in the style of the "big fender" cars of the period. Car body is a SubD surface using Max's scripts, and everything else is NURBs.

MoI just needs a couple of more SubD tools to complete the tool set. MoI doesn't need to compete with the full-featured, standalone programs - just enough basics to handle those occasional "organic" shapes that aren't a good fit for NURBs.

Anyway, don't mean to derail the topic at hand :) Looks like you got the modeling challenge ironed out.

Ed Ferguson
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 From:  Mark (MARKG)
10240.7 In reply to 10240.5 
A new, official Majik Mike tutorial in the works! Life is good!

Your group of tutorials probably did more to teach me NURBS modeling than anything else I encountered. Good to see you're still on the scene.

I'd love to know if you're posting your Blender efforts somewhere. I have a background in poly modeling, but have found Blender (even the newer, more user friendly version) hard to get the knack of. Can you share a link to your Blender work?
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