How do I tackle table leg like this
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 From:  OSTexo
8365.6 
Hello,

I'd tackle the model by heavy use of the Blend command. The amount of quick adjustment you can do by Blending with History can save you a bunch of time while preserving continuity, which may be very important to you. The included result is not the best but I got it from less than five minutes of effort. Hopefully it will give you an idea of what's possible.

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 From:  Michael Gibson
8365.7 In reply to 8365.5 
Hi mantaskava,

re:
> Anyways, what is your thoughts on modeling such type of geometry? do you choose nurbs or
> poly/subd and why? or maybe even sculpting?

NURBS are best when the design can be specified by 2D profile curves like you'd see in a blueprint. If it has holes drilled in it, that's usually another strong sign of being very good for NURBS.

Things that are kind of smooth and semi blobby tend not to fit in that category and will usually be better to do in sub-d or sculpting.

But some things can be in a grayish area that can be done with either but it will usually mean using a more advanced area of NURBS modeling dealing with freeform surfacing commands like lofting, network, and blend which has a higher learning curve than construction from just 2D profiles and using booleans.

- Michael
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 From:  mantaskava
8365.8 
Hello once again guys!
I know this is an old thread but I decided I still want to learn how to properly model something like this using NURBS so I gave it a 2nd shot.
I've attached the file of current state of the model and I'm asking for your insights/ideas how to finish it off, or maybe I need to re-model it from the ground up?
Screenshot of the current state - https://i.imgur.com/JhGTEbz.jpg
Is it some kind of shading error or? - https://i.imgur.com/qzNySew.jpg
Photo front view - https://i.imgur.com/p0wAAXJ.jpg
Photo side view - https://i.imgur.com/FCC45jN.jpg

Thanks!
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 From:  Michael Gibson
8365.9 In reply to 8365.8 
Hi mantaskava,

re:
> Is it some kind of shading error or? - https://i.imgur.com/qzNySew.jpg

It's a display artifact just in the realtime viewport display, it's due to the display mesh being too sparse in that area. When you go to export it you shouldn't see it in the export mesh:



For your construction, usually it is good to make things you want to be smooth to extend to be longer surfaces instead of filling in open areas like you've got here. It's difficult to make the fill in piece be smooth to its neighbors. You might have some trouble with doing that here though since it shrinks in size quite a bit near your end there. One thing you could try though would be to make a fill in piece then trim away some open space near the top and put in a Blend surface there.

It may be hard to get very good shaping with this area swooping upwards while the other side is simultaneously flaring out:



It might help get better shaping if all those profiles were further extended downwards so your surface could be more relaxed and then cut it off at an angle rather than trying to have a surface that directly hugs along those contours.

- Michael

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 From:  Michael Gibson
8365.10 In reply to 8365.8 
Hi mantaskava, I've attached an attempt at building in a fill piece and then cutting away some space with Trim and putting in a Blend surface.

But I think it may be difficult to get a good looking transition since these areas are quite flat:



It would be good for those flat shapes to have extended further down if possible.

Or another possibility to get better shaping could be to cut away a larger space so the blend could have a larger transition from the flat areas.

- Michael

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