Swan Chair Challenge

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 From:  shunnokina
9261.1 
Hi guys,

I'm new to this forum and not so much accustomed to this wonderful software or 3D Modeling world :(

Been just learning basic modeling for this 3 years on MOI3D, but this Arne Jacobsen's classic Swan Chair is TOO tough for me to model.

I tried legendary Smirnov's SubD and/or other magic scripts but still not find the way to complete this...

This would be easy projects for you guys, so if you could lighten up methods or hints that's more than welcome!

I attached already outlined X,Y,Z views and images.

Cheers from Japan :)






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 From:  amur (STEFAN)
9261.2 
Hi,

sorry that i can't be of no help currently, because my Mac broke ...

What i would do is to download a free model, run it through ZRemesher
or 3DCoat's autotopo and then do a SubD2NURBS conversion with v4 beta ...

Regards
Stefan

EDITED: 20 Feb 2019 by STEFAN

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 From:  shunnokina
9261.3 In reply to 9261.2 
Hey! thanks Stefan for the free data info!

Yeah this looks great and your method would be suitable to obtain this particular model!

But is there any process to model this kind of shape on MOI3D? I wish to model this on MOI3D by myself to model similar shapes in future.

Thanks!
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 From:  amur (STEFAN)
9261.4 
Hi,

well, it should be possible to model this chair entirely in MoI,
but like i said my Mac is currently broken.

If i had to do this in MoI i would try to create a low poly quad
model in MoI and then jump between Max's subd script and MoI
to been able to tweak the shape into the desired form, or i would
use a subd modeler and then the v4 beta for the final NURBS
shape.

But i am pretty sure the NURBS pro's here might come up
with a complete NURBS solution, where you maybe only
have to create a "full" form and then trim out the openings
and fillet a bit.

Regards
Stefan
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 From:  Moier (STARDUST)
9261.5 In reply to 9261.4 
Hi Moi’ers

This might work for this model
I’ve done some chairs before and I usually model the shape flat on ground.
Second step I draw a spline which will bend the back and armrests from front view.
Third step I draw a spline from right or left view and bend final shape as a seat.

Bending using flow script

It usually works for me :)

/Stardust

*Michael for Nobel Prize*
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 From:  Mark (MARKG)
9261.6 
Here is what you seek: One of Mike Maynard's (MajikMike) excellent tutorials:

http://moi3d.com/forum/index.php?webtag=MOI&msg=5893.1

Don't miss his webpage with all his MoI tutorial links:

http://www.k4icy.com/tutorials.html
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 From:  CK (CKBG)
9261.7 
Hi shunnokina

(entering Michael advice mode :-)
That chair is the type of model that I believe will be much easier to model in subd. MOI's strength is not in surfaces that are freeflowing in all directions.
Also I don't think Majik method would work that well here, his chair was fairly easy design with vertical blocky edges (when laid unwrapped). Also target deforming surface was pretty simple.
That said, here is one method you can try:
1. Curves that lay in YZ plane and won't be mirrored. There are two of them, not one closed curve.
2. Most important freeflowing curve that will be used for building network surface.
3. and 4. Watch the connection point between curves either in vertical or horizontal plane. neighboring points are always on a tangent. Section curves are very very close to freeflowing complex curve, but they are not touching/intersecting exactly
5. Mirror section curves and join them. Construct network. Again, curves from 1 and 2 are separate, not joined
7. Finished. It is not exactly correct with regard to the original but you get the idea.
I still think polys are a better solution here. Then if you must have nurbs, import low poly obj and it will probably look better than this.

Hope this helps
CK
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 From:  CK (CKBG)
9261.8 
shunnokina

Here is another way to model that chair, this time playing to MOI strengths.
-Make a sphere, then deform it with control points, rotate, squish, etc. You want to flatten it here and there.
-Draw a curve in left/right view then project it on the sphere
-Use that new curve to trim away front piece. HIDE THE CURVE
-Offset the remaining piece.
-Select the edges on both pieces and construct a G2 blend perhaps with added bulge.

That gives a lot cleaner surfaces without bulging/pinching you get with network. You can get better result than what I got previously, but you will need more carefully positioned section curves when networking or lofting.
Depending on how you manipulate starting sphere and side curve, you can get pretty close to the real thing.
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