Dave Buckley Posted August 11, 2009 Share Posted August 11, 2009 I've seen this modelled many times before, but i've never really tried to hone my own modelling skills so that is my focus for the next couple of weeks. i was wondering how people would approach this chair as i believe it could be done numerous different ways. At the minute i'm using splines/cross sections/surfaces but it just isn't holding out the way i want Link to comment Share on other sites More sharing options...
mattclinch Posted August 11, 2009 Share Posted August 11, 2009 i'd poly model it personally. Link to comment Share on other sites More sharing options...
Nic H Posted August 11, 2009 Share Posted August 11, 2009 id box model it from a plane (using symmetry) then turbosmooth and shell, id use as many edit polys modifiers as you need as they are basically like undos. keep the base level very simple and use photoreferences in the viewports to get the right porportions (or splines if you allready ahve it drawn up - could evel snap your verts to the splines) Link to comment Share on other sites More sharing options...
Dave Buckley Posted August 11, 2009 Author Share Posted August 11, 2009 well the turbosmooth/shell route is exactly the route i took on the method i'm using but it didn't like the subdivide modifier i'd used for some reason Link to comment Share on other sites More sharing options...
Nic H Posted August 11, 2009 Share Posted August 11, 2009 why do you have a subdivide modifier on it for? let the turbosmooth iterations take care of teh subdividing for you. you want all quads as well, try not to have triangles. you should be able to loop and ring / edges / connect / slide / pinch to add sharp edges easily. Link to comment Share on other sites More sharing options...
Dave Buckley Posted August 11, 2009 Author Share Posted August 11, 2009 subdivided because initially my model only consisted of 3 splines which i then cross sectioned picture attached, just a quick off the top of my head example, not using any reference pictures to get exact curves yet Link to comment Share on other sites More sharing options...
Nic H Posted August 11, 2009 Share Posted August 11, 2009 hmm yes that wont with turbosmooth as crosssection/surface stuff makes triangulated meshes. start over with a plane using the turbosmooth method, snap to what you have allready, will make it lots quicker. Link to comment Share on other sites More sharing options...
Dave Buckley Posted August 11, 2009 Author Share Posted August 11, 2009 ok cheers guys Link to comment Share on other sites More sharing options...
Nic H Posted August 11, 2009 Share Posted August 11, 2009 here is a quick sequence of how i would start doing this. (please excuse teh disfigured panton but you get teh idea) Link to comment Share on other sites More sharing options...
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