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furniture modeling method?


BrianKitts
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Guest nazcaLine

i've modeled some chairs myself before, and that model isn't very difficult. just draw splines for the structure, then position correctly and then make them renderable.

for the seat and back, just use a chamfered box, convert to poly and tweak in vertex mode to get the shape you want.(nonuniform scale tool is very useful for this).

finally attach them all together, assign poly IDs, give it a proper name and assign a multi-subobject material.

position it in the middle of the file (i mean in 0,0,0 position) and move the pivot point, make it 0,0,0 also.

hope this helps.

if not, i think there's a pdf tutorial in the 3das section of this site, about making a chair.

good luck.

 

Eduardo

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the model is dead simple.... with the exception of the bulge of where the seat meets the back leg.... otherwise I would do rendered splines.... but in this case it would look to primitive.

 

after searching the net and finding zero good (free) tutorials I bought a subscription to lynda.com this morning, and pounded through their NURBS tuts for max 6. I'm finally making headway on the chair, finally liking the results I'm getting. I just need to finish sculpting the back leg, mirror it, weld it up, do a little smoothing and the rest should be a breeze.

 

side note about lynda.com, there's like 13.5 hours worth of max 9 tuts on their, well worth the $25 for a month of learning if there's anything thats escaping your knowledge. Okay maybe I blew most of a day on a chair, but now I have nurbs in my toolbelt, and it was kinda fun as a challenge.

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i'd just use the same technq. as described in the link below on how to model a tree, - from a box extrude faces (upwards) till you get to the right hight of the leg, then for the part that goes to the seat, extrude/bevel/chamfer, from one face near the midle of the object. that should give a base to work from, then just tweak vertex positions to where they should be ad a meshsmooth/turbosmooth and bobs your uncle.

 

 

http://evermotion.org/index.php?unfold_exclusive=109&unfold=exclusive

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Brian, looks like you got it under control

 

Hope you don’t mind me hijacking the thread a bit now ;)

 

So the question I now have, given somebody have got a chair to model, like the one Brian have just posted. What would you say is better, nurbs or the one on evermotion. You know nurbs and box modelling. The client expects his/her image, so your on a deadline, no time to waste.

 

So What say you?

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hijack away, chair's done ..... so, here's my 2 cents on it...

 

speedwise I would model it with nurbs again if I was under a tight deadline. (assuming I knew how) I've done box modeling before, but by the time I was done I didn't feel I had as much precision and control as I would want for furniture modeling. The other option that I started this morning with was to build a spline cage, total control, total time killer. I tried playing with lofts, and it was close by I was playing with distortion modifiers and not liking what I was getting.....

 

To answer your question if I was under a deadline this morning, I would have extruded a faceted spline, polyedited, and applied a turbosmooth..... but it would have been kinda of a hack job. But that's what I knew how to do, and when you are on a deadline you do it however you know best.

 

after tutorializing my morning away, I had the control with the nurbs to sculpt it exactly how I wanted....and I'm 80% happy with how it came out. there's a couple spots that could use some work, but not too bad for a first shot @ nurbs. luckily I didn't have a deadline to worry about.

 

lovn' the nurbs

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well, thats that, i'll definately put it on my list of thing to do,

 

1.brush teeth

2.learn nurbs

3.have a cup of coffee and reflect

:D

 

nurbs is the one thing in max i have not looked into. and you say miss lynda knows best, i'll have to ring her up

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I would probably build the seat to start with..... simple nurb surface

 

then build half of one side minus the attachement to the seat.... 2 rail sweep

 

duplicate created side using .... surface mirror

 

join the two sides..... fuse points

 

create a blend surface or ruled surface between back and seats.

 

sculpt the curve between the two and your pretty much there.

 

at the point I would probably convert it to a mesh, shell modifier for width, turn to editable poly for smoothing and duplicate the seat to create two surfaces one for shell and one for upholstry.

 

...... took a lot of text to say it all, but after watching the nurbs tutorials that I mentioned all of this would probably make more sense.

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Would NURBS work here? If so where do I start?

 

 

It will sound conservative but I would go with polymmodeling.

 

This one just took me about 10 min with the render settings and quick materials. I started with the bottom plane and shift+move the edges. Shell+turbosmooth

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  • 4 months later...

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