Using revolved Loft for complex objects  1-20  21-27

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 From:  Metin Seven (SEVENSHEAVEN)
6877.1 
Hi,

I thought to share a modeling approach with you that might come in handy, in case you didn't already use it.

I wanted to make a stereotypical cartoony bone in 3D using MoI, and tried a number of modeling tools in search of the ideal modeling method for this type of object.

First I created a 2D bone shape, using circles, tangent arcs, Boolean union and Rebuild to create a nice flowing curve without edge points:



Then I split the bone in two halves along the length, using Trim:



Extruded it, deleted the cap on one side, selected the two naked edges and performed a Blend:



As you can see, the result is quite nice, but the concave area in the middle of the outer ends profile is overlapped by the Blend.

So I tried a Revolve:



This gave a reasonably similar result, with the same problem — all symmetrical along the revolve, with no option to create a concave area along the way.

Next up was extruding the 2D curve and perfoming the maximum possible Fillet:



Looks nice, but you get these unwanted flat areas beyond the reach of the Fillet.

Let's try a traditional Loft approach, using a straight line-up of curves for half of the object (to be mirrored when done):



Getting closer, but the surface gets creases / discontinuities where the curve gets narrow. It would require a lot of curve-moving and curve point tweaking to get it right.

Then I tried a circular arrangement of the curves and Lofted that, using the Closed option to connect the first and last curve as well:



This finally gave me the control I was looking for, enabling me to adjust a part of the outer ends to create the concave part in the profile:



Hope this is useful to you too. I've attached the 3DM scene.

Alternative modeling method suggestions are of course very welcome, thanks in advance.

All the best,

Metin

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 From:  Ronamodeler (RON_A)
6877.2 In reply to 6877.1 
Metin,
Very nice tutorial - thanks for sharing. The walk-though of the different techniques should be helpful.
I took your final model and scaled it down in one direction to give it a more flattened shape; while still maintaining all those curves. Looks good!
Ron
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 From:  Metin Seven (SEVENSHEAVEN)
6877.3 In reply to 6877.2 
Thanks Ron, my pleasure!

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metinseven.com — 3D (print) modeling • animation • artwork • design • illustration • visualization

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 From:  Mike (MGG942)
6877.4 In reply to 6877.1 
Thanks from me, too.
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 From:  Michael Gibson
6877.5 In reply to 6877.1 
Thanks for sharing your technique and showing your different versions Metin!

- Michael
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 From:  Metin Seven (SEVENSHEAVEN)
6877.6 
You're very welcome. I've learned quite a lot from this community, and hopefully my modest contribution is of use to new MoI users.

———————

metinseven.com — 3D (print) modeling • animation • artwork • design • illustration • visualization

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 From:  BurrMan
6877.7 In reply to 6877.6 
It sure is Metin... Here's another way too:

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 From:  DannyT (DANTAS)
6877.8 In reply to 6877.7 
@ Burr,

yep, that's how I would of approached it, must be the Engineering way of thinking :)

-
~Danny~
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 From:  BurrMan
6877.9 In reply to 6877.8 
:)

These next couple months i am honoring my father in law and my brother in law. Both a couple of the greats, who i am missing now.....
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 From:  Metin Seven (SEVENSHEAVEN)
6877.10 
Thanks a lot for your video, Burr, much appreciated. I like your approach.

I'm sorry to read about your father in law and brother in law, and wish you good luck.

All the best,

Metin
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 From:  BurrMan
6877.11 In reply to 6877.10 
Thanks Metin....
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 From:  Mauro (M-DYNAMICS)
6877.12 
...life goes on Burr:i wish you all the best !
Life is changed for me too:i'm involved in a new relationship with a woman (I love you Rita !! :) :) :) )
so,after six months without modeling (..too busy ;) ... :) :) :) ...) it's time to jump again into MOI's World !!!


Let me show you two alternative methods using Loft to Point and Sweep

Make a copy of Metin's bone



Use brand new Michael's script MultiIso to achieve sections from original shape (Thanks Andrei to highlited this :) )
I choosed 14 Isocurves just in U direction



Add two points at the ends



Select all:Isocurves and endpoints and do the Loft



Now second alternative using Sweep:mirror original seam curve in Top wiew



use Isocurves like sections deleting endpoints



do the Sweep



and these are the bones



...more or less are the same,using different tools.Managing section's points you can obtain more organic results .

M

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 From:  Metin Seven (SEVENSHEAVEN)
6877.13 In reply to 6877.12 
Thanks a lot for pointing out these alternative approaches, Mauro! MoI offers interesting roads to lead its users to Rome.

And of course congratulations regarding your new ♥ !
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 From:  Mauro (M-DYNAMICS)
6877.14 In reply to 6877.13 
Yes...we used to say:All roads take you to Rome ;)
Thank you ! :)
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 From:  Andrei Samardac
6877.15 
Want to add my fifty cents :))
As certified expert in LOFT :)))) I want to show you my method!
I think it gave the best organic feel to this bone. All you need is just courage to move points on profiles :)))


540030310077913c57cd55e1

Project (.3dm):
http://www.datafilehost.com/d/c5771d01
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 From:  Metin Seven (SEVENSHEAVEN)
6877.16 
Many thanks Andrei! Your loft approach looks very nice and seamless too.

As a follow-up to the bone I've got a challenge for you and the other MoI wizards: how would you create a 3D cartoony hand derived from this shape I made? The 3DM file is attached.



The biggest issue I'm facing is the close proximity of each branching finger form. That makes a Boolean union of separate hand and fingers solids + a fillet difficult, because the fillets soon start crossing / overlapping each other.

It would be great if there is an effective organic, seamless way to realize seamlessly branching organic forms like this hand. I'm convinced that everything you can do with poly subdivision can one way or another be realized in MoI too, if you know the right approach.

I'm guessing Loft in Loose mode is the key, but how would you structure and position the curves to avoid pinching and other artifacts?

Thanks again,

Metin

EDITED: 29 Aug 2014 by SEVENSHEAVEN


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 From:  Andrei Samardac
6877.17 In reply to 6877.16 
Hi Metin, this my quik hand.
This time it possible to manage to make hand, but polygonal modeling is irreplaceable in organic shapes.

hand

Project: http://www.datafilehost.com/d/e7d07f6d

____________________________________________________________________
My Portfolio: www.samardac.com
A lot of my Tutorials!
Subscribe to my youtube channel: http://www.youtube.com/samardac
Russian community of MOI 3D: www.vk.com/moi3d
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 From:  Metin Seven (SEVENSHEAVEN)
6877.18 In reply to 6877.17 
Thanks again, Andrei! I think it looks fine, and I'm going to experiment more with Loft in Loose mode.

Have a nice weekend,

Metin

———————

metinseven.com — 3D (print) modeling • animation • artwork • design • illustration • visualization

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 From:  Ronamodeler (RON_A)
6877.19 In reply to 6877.15 
Andrei,
You sure have Loft down to a science! Those curves are very strange looking. :-) And they do not work at all in Rhino. :-) But in MoI, - voila! - very nice!
Ron
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 From:  Andrei Samardac
6877.20 In reply to 6877.19 
Ron:))) do not work in Rhino?

____________________________________________________________________
My Portfolio: www.samardac.com
A lot of my Tutorials!
Subscribe to my youtube channel: http://www.youtube.com/samardac
Russian community of MOI 3D: www.vk.com/moi3d
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