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Best way to model these shapes?


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looks like some sort of torus knot and spherify modifier used...give it a try.. Do you need the exact style showed in the pics ? if yes then prolly you can loft and then scale them for different copies

 

good luck

 

Meher

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I'd have thought they'd both be lofted, thought I'd throw it open to other suggestions. I'm not sure how you'd get the matching offset paths though.

 

BTW I don't understand how you'd get close by using the shell mod?

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To me the first one is a "lets just add modifiers to an extended primitive and see what happens". I don't think there is a single bit of intentional modelling in it. To replicate it would be difficult.

 

For the second one i'd start with a spline to make my path, add the sweep modifier and take it from there. A poly mod could be used with a ring selection to cut your segments through and also to tweek the shape but it would also pose a few difficulties in the process. The obvious is to finish with a turbo smooth.

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