Sofa Tutorial

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 From:  suman
3841.1 
Hi all

im new here and im looking for a tutorial for a detailed sofa.

thank you for your feedbacks and informations
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 From:  solex (DSOLITO)
3841.2 In reply to 3841.1 
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 From:  Michael Gibson
3841.3 In reply to 3841.1 
Hi suman, if the kind of sofa you want to make has a lot of little folds and ripples in it, that can be the kind of thing that works better in a polygon modeler rather than in a NURBS modeler like MoI.

NURBS modeling works more by drawing curves and then producing surfaces from those curves, so it kind of works more naturally for objects that are well described by profile curves. But things that have little bumps, ripples, and folds in them are not particularly naturally described by profile curves, those kind of details tend to be easier to kind of sculpt into a shape, and polygon modeler work more by that kind of sculpting type method.

It is possible to make stuff like that in MoI though, see here for some examples:

http://moi3d.com/forum/index.php?webtag=MOI&msg=2983.1
http://moi3d.com/forum/index.php?webtag=MOI&msg=3489.1
http://moi3d.com/forum/index.php?webtag=MOI&msg=3777.1
http://moi3d.com/forum/index.php?webtag=MOI&msg=1517.1


If the kind of sofa you want is more "structured" it would then fit into MoI better, using the same kind of construction techniques as described in the introductory videos here: http://moi3d.com/2.0/docs/tutorials.htm

If the kind of sofa you want is more rumply, then that's the kind of thing that fits in better with a polygon modeling system rather than in MoI.

- Michael
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 From:  suman
3841.4 In reply to 3841.3 
hi michael

Thanks for your links.
I think i make the model in moi and the fold in sculptris or Mudbox.

your links to me have already helped.

different other ideas or tricks are welcome.

thank you
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 From:  BurrMan
3841.5 In reply to 3841.4 
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 From:  Michael Gibson
3841.6 In reply to 3841.4 
Hi suman,

> I think i make the model in moi and the fold
> in sculptris or Mudbox.

That can work to build a kind of smooth simplified base form in MoI and then add in details in a sculpting program.

For doing that you'll want to adjust some of the mesh settings, use "Divide larger than" to divide up the mesh into small evenly sized bits, and if you're using OBJ format you will probably need to switch the "Output" option to "Output: Quads & Triangles". For some examples see here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=804.26
http://moi3d.com/forum/index.php?webtag=MOI&msg=2833.5


But also Sculptris doesn't really like to work on any kind of imported geometry, there are some limits to how an input mesh into Sculptris must be structured, like not too many edges coming out from a single point and stuff like that, and it also doesn't like some kinds of shapes like things with sharp corners in them. So Sculptris in particular may not work very well for this kind of detailing purpose, it's kind of more oriented towards working with blobby shapes that you start entirely inside of Sculptris instead of really working on imported data. But Mudbox, 3DCoat, or ZBrush are more feasible for this kind of thing.

- Michael
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