chow choppe Posted December 8, 2009 Share Posted December 8, 2009 Hi everyone i am trying to model this kind of seating. Having problems modelling the red cage behind the seats Can u please suggest me way to model this. I am not very good with organic modelling. thanks Link to comment Share on other sites More sharing options...
DanGrover Posted December 8, 2009 Share Posted December 8, 2009 You could try Lofting shapes along a spline. Alternatively, create the "ribbons" with plenty of vertical segments, then use an FFD? Link to comment Share on other sites More sharing options...
Nic H Posted December 8, 2009 Share Posted December 8, 2009 it looks mirrored so.... make a plane subdivided say 50 horizontal / 100 vertical, soft select out the bulges and valleys you want select every second top edge alt-r (ring selection) Ctrl click subobject poly to convert edge selection to poly selection delete mirror attach shell cup of tea Link to comment Share on other sites More sharing options...
Nic H Posted December 8, 2009 Share Posted December 8, 2009 opps it twists as well so also soft select with (large falloff) the middle polys and rotate them to get the twist Link to comment Share on other sites More sharing options...
chow choppe Posted December 8, 2009 Author Share Posted December 8, 2009 this doesnt seem to be the solution Nic can u try what u r mentioning thanks Link to comment Share on other sites More sharing options...
Nic H Posted December 8, 2009 Share Posted December 8, 2009 (edited) edit actually some spacewarps through a striped mesh would probably be easier for this particular model...quiet a few ways to do it. __ _ _ _ _ _ hmm not quiet the same but the technique is similar, took me 5 mins to do this. shouldnt be hard to do it all. or you can pay me 400 £ and ill make it for you - exactly how it is! plane make strips detach element to object soft select poly (may not even need to soft select) apply twist modifier and move pivot to base of fin fiddle around copy paste to other verticals and offset the bend you can probably do it all on the one stripped mesh with soft select and edit poly twisting. http://i49.tinypic.com/287n0j9.gif Edited December 8, 2009 by nicnic Link to comment Share on other sites More sharing options...
Tommy L Posted December 8, 2009 Share Posted December 8, 2009 I think you could create one ribbon, using a lofted spline. then animated it to move along the 'top rail' of the wall. animate an fdd modifier along the duration of the path. Use snapshot tool to create the individual ribbons. Link to comment Share on other sites More sharing options...
amer abidi Posted December 8, 2009 Share Posted December 8, 2009 If you imagine that they penetrate the floor and ceiling, then They are all identical straps that are arrayed on a uniform X and Beziered Z axis; with a mirror in between! Shouldn't take more than 2 minutes to do! =) loll..400 Quid! Link to comment Share on other sites More sharing options...
kippu Posted December 8, 2009 Share Posted December 8, 2009 nice tiny tutorial nic ... but i think those tubes are not random but i guess its a neat way to go Link to comment Share on other sites More sharing options...
intero_ua Posted December 9, 2009 Share Posted December 9, 2009 Takes 3 minutes to model: The concept is below, from top to bottom: 1. Create rough edit poly object 2. Clone it to make multiple blades 3-4-5. Deform along spline 6. Soft select middle piece 7. Deform by moving central blade up 8. Aling all upper vertexes with "make planar" tool or scaling them down to 0% along Y-axis. 9.Trim bottom with Slice modifier 10. Done Link to comment Share on other sites More sharing options...
chow choppe Posted December 9, 2009 Author Share Posted December 9, 2009 this is just awesome exactly what i wanted. Althugh i dint understand th point 3-4 - 5 , how did u defor along the spline? And after that i am not able to figure ou which view are u working in? top, front? can u please clear the doubt Thanks for this awesome tutorial LOve it! Link to comment Share on other sites More sharing options...
intero_ua Posted December 9, 2009 Share Posted December 9, 2009 That's easy, just apply "path deform" modifier (world space) see illustration below for quick example. 1. Is a box with enough subdivisions along it's height so when you bend it along spline it would be relatively smooth. 2. Spline along which we will bend our box 3. Resulting geometry after applying "path deform" modifier to our box You will need to figure out how modifier's controls work, but that is easy, two minutes and you good to go. PS: On those illustrations 3-4-5 from my previous post that is a side view. Link to comment Share on other sites More sharing options...
chow choppe Posted December 9, 2009 Author Share Posted December 9, 2009 thanks alexander I cud figure that out after i posted it. Just trying to figure out how the orientation of path works as its not deforming correctly by simply clicking on the path. Also when u soft selected the vertices ( the first time) u did it in front/back view. ryt? U just selected vertices of one blade completely in that view? and did you move the vertices in top view also? Thanks really appreciate this ! Link to comment Share on other sites More sharing options...
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