I normally do that, but i just wanted to show how to get the shape done. And i split the top poly row too. And if you skip part 1-3 like i said in my edit you won´t need that either, because it´s already done :P
Thank you. I think yousendit will host for you for 7 days if you want to upload the other two there. That first video is pretty basic. Those last two are probably the more complex shapes I'm seeking after. Can you upload #3 first if you use yousendit? :poly136:
This is my effort, some could find it useless , but some could like it :) 1) Modeled 1 and 2 2) Copied 6 mesh #2 in a row and welded them 3) Bent it to create a circle and shelled it (at this point I positioned the pivot at the center of the circle) 4) I Deleted 5 tiles and only now I extruded the hole (highlighted in red)…
https://www.youtube.com/watch?v=_fm0v0KMKZw&list=PLxt9ZAGPLIpf-XKkLWlgBDh24QQEk3YNY&index=35 can someone please help me at 3:10, Arrimus is using symmetry to do that but I couldn't find any similar solution inside Blender. I try to follow this tutorial with Blender but now I am stuck.
Check this out, its not perfect but with some adjustments it could do the work. 1. Make a cylinder with square subdivisions. 2. Chamfer all the verts and weld. 3. Extrude and bevel by polygon all faces. 4. Add supporting edges as you wish. 5. Add turbosmooth. 6. Add bend modifier.
Check: Digital Tutors – Tips for Modeling Complex Shapes in Maya Digital Tutors – Professional Tips for Modeling Complex Shapes Part 2 Digital Tutors – Professional Tips for Modeling Complex Shapes: Part 3 Digital Tutors – Professional Tips for Modeling Complex Shapes: Part 4 Help you a lot
Started it the other morning, and it's like every shape is an enigma. :3 Ok, you get the main concept pretty quickly, but there are so many tricks disseminated across the full thread that I don't regret my read one bit. ) Oh, and perna/ZacD are rockstars. They should write a book, or do a movie. Or something.
Make a NURBS Circle, make it fit the circular faces at the top of that cylinder thing of yours. Reconstruct those 3 rectangle shapes with CV/EP curves. Project those curves on the NURBS shape, trim away the "holes". You might need to rebuild the surface after that. Then when you are all set, Modify > Convert > NURBS to…
It quite worked for me; at the second try, I managed to obtain a good mesh, pretty close to the original; My workflow was: 1) Global shape; 2) Negative model of the holes (perpendicular to the chair surface); 3) Boolean subtraction of the holes; 4) Clean up of the geometry (this was the worst part of the work); 5) Shell…
Not exactly the same, but essentially it´s the same Warwick himself calls it a remake so practically it´s almost the same. If i knew that earlier i could have saved 3 hours of uploading these xD. I will let it stay in my dropbox for some days, just say if you need them again if they are not present anymore ;)