I need a recommendation for a 3d application for sculptural artistic projects
aimed at 3d printing.
The manner in which I work is to create pretty straight and smooth tubular
shapes (full tube – not hollow. Not a pipe) which I then proceed to manipulate
by twisting into intricate contortions. (Please see illustration attached – I start
with state 1 and proceed to state 2)
This method of work could be compared to the reshaping of a round section iron
bar with heat.
So what I am aiming it is a 3D software
that would make it most intuitive and natural and easy for me to reshape and
bend and twist those straight tubular shapes just like one would bend a round
sectioned metal bar.
Thank you for you time and attention!
Replies
"[...] a 3D software that would make it most intuitive and natural and easy"
As counter-intuitive as this may sound, you will be much better off avoiding such a framing of the question. Instead you are IMHO more likely to get quality (and useful) answers by simply asking people about the ways *they* would tackle such a problem, regardless of the process being "easy" or not.
Otherwise you'll get plenty of people recommending this or that sculpting software, which may appear to do what you want ... but with a lot of downsides that might be dealbreakers, like not being able to edit things after the fact, or the resulting models being unworkable because too dense, and so on.
Also, since you haven't started on the execution of the project yet (since there are no screenshots of 3d models being shown) you are clearly not in a rush at this point. With enough motivation even something seemingly complex (like understanding the basics of polygon modeling and the creation of an underlying armature) can be learned in just a few days/weeks.
All that said, here is a 4-minute video showing 3 ways of doing what you are after in Blender. Obviously getting there requires familiarity with the software (hence neither "easy" or intuitive), but once you have the information/target then you can do your research.
https://www.youtube.com/watch?v=rla0EyUPokA
Thank you! I do have some minor prior experience with a range of 3d apps and with Blender specifically. The most suitable element I found in Blender to do the job is the curve but I fail to produce an intersected curve which is crucial for my needs. Or in other words: I can`t manage to create a forking curve... Tried converting curve into mesh, forking it and converting it to curve back again but I somehow fail.
Rigging a manequin is a very interseting option that didn`t cross my mind, Thank you!
If I find an application that can produce a forking curve then I don`t mind buying it and naturally - paying for precise guidance is wise.
You are absolutly right about avoiding empasis on intuivity and learning curve. I do have both time and patience and so had better reach for accurate solutions complicated as may be, rather than easy and partial ones.
If I could only find a way to fork a poly line a curve, a path, that would be perfect for me.
Thanks again!
"I fail to produce an intersected curve which is crucial for my needs."
Well, why would you need a forking curve ? You simply create two curves, and ... that's it.
This kind of assumption sounds a lot like a XY problem : asking about an attempted solution to a problem, as opposed to describing the actual problem itself. Here the assumption that you somehow need a "forking curve" might very well prevent you from considering something that would actually perfectly fit your needs. This is similar to asking for an "easy and intuitive" way of doing things, as opposed to simply inquiring about how people would do things if they were facing the specific problem you present.
For instance, you might think you need a "forking curve" because of some incorrect assumptions about 3D printing, or some lack of knowledge about what is possible in Blender (remesh, retopo).
"[...] I somehow fail."
When it comes to 3d software there really isn't such a thing as "somehow failing". If there is something that you think should be possible (like a conversion of one object type to another), but you can't manage to do it because you are not aware of the inputs for it ... simply ask about it, and people will be able to help you out.
It would also be a good idea to show your actual target, much beyond what it conveyed by this quick sketch. Because the characteristics of your actual goal might make some approaches not suitable in practice, even though they'd work great on a simple bendy stickman.
- - - - -
In short : be more specific about your actual goal, and avoid any pre-conceived assumptions on how to get there.
Also, I'd suggest avoiding full-on quote replies as they make threads painful to read. Simply partially quoting or even just pinging the user with @ in your reply is enough IMHO.
Right, will avoid quoting entire messages...
What I am aiming at, the actual target, is pretty much stick figures just as you guessed.
It does make sense I make wrong prior assumptions that only complicate and hinder the path to a solution.
I will try again using seperate curves. For some reason when I beveled them the connection points between the separate curves came out strange but now that you state that this is a viable solution I will definitely try it again and again until I get better results.
Will right away start learning rigging and smoothing in blender. Rigging does seem to offer a very intuitive manner of control of the contortions as there are no handles and the process is much like in real life.
https://www.youtube.com/watch?v=RGQeLhecfHw
https://www.youtube.com/watch?v=5YT3Ocxeawo