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The workflow in creating editable splines around an invisible sphere


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Hello all

 

I have been having some trouble finding a workable solution to a set of problems. My travels have brought across such searches as "splines around the surface of a sphere, "shapemerge", compound objects and "ploydraw"". Either I do not understand these tools to the necessary extent or they didn't quite work for me.

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I am trying to find a way to logically "wrap" editable splines or maps around a sphere (which may or may-not be seen) in order to create extrudeable, mapable geometry. They key requirement for me is to have the spline or map remain in a logically editable state so it doesn't fry my brain or result in wild trial and error when editing/ experimenting with the form as it is for a corporate logo.

 

The second challenge is the best way to map or light the scene to create a semi 2D look within an editable/ animatable 3D world.

 

I have attached a couple of examples of what I am trying to achieve.

 

Thank you in advance,

 

Adam

Barclaycard-logo.png

polsen4_1x.png

Screen Shot 2013-01-09 at 2.12.31 PM 2.png

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This is a total guess, but perhaps you could create a fairly dense sphere (for accuracy) an cut it in half using a Slice Modifier. You could also make a box with a high number of segments and then use a Spherify Modifier. This option will maintain quads and instead of a Slice you could just use an edit poly and delete half.

 

Anyway....

 

With half a sphere I'm imagining that you could draw planar splines in an ortho viewport (Top, Left, etc..) and when it is ready, you can use Shape Merge. If you tick the "Edge" category of the output mesh selection before picking your splines, when you add an Edit Poly to your now merged sphere, when you go to edges in your sub-object mode, the projected splines will be selected. At this point I would hit the create shape from selection and put a Renderable Spline Modifier followed by an Edit Poly and then a Symmetry on you new lines.

 

This should give you a set of lines/geometry that is "mapped" to a sphere. It isn't parametric, but the process should be simple enough to repeat.

 

For a fully parametric version you are going to need to use a program like Grasshopper for Rhino or anything like that.

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An idea just came to me. I've never tried it but in my head it would work!

 

If you have a sphere and UVWUnwrap it, if your confident enough you could create maps in Photoshop and just remap them on. You can create diffuse and opacity maps.

 

If you wanted it to be geometry I have no idea about how you could do it para-metrically (that messes my brain) but i like Corey's Idea. I would go with a spherified box with low polys, delete a few to create a shape and then turbosmooth it afterwards to make it look nice. I might have a play around with it as i like these shapes!

 

Here is a quick test. Maxfile below the image.

 

sphere%20test.jpg

 

Here is a link to the max file.

Maxfile 2012.

Edited by cg_Butler
Added image and maxfile
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Geometry projection: http://www.scriptspot.com/3ds-max/scripts/geometry-projection?page=1

 

It will conform one object onto another. Though, I haven't really tested it doing 360 degrees.

 

Another way to to not use the crappy max sphere. Instead create a box that has a decent amount of subdivisions (if you create a 4x4x4 cube, set the subdivs to be 4 on each) which gives you a nice quad cube. Apply the spherify modifier to turn this cube into a nice quad face sphere. This way you don't have to deal with the annoying pinching at the top of the regular max sphere. Plus, it's a modifier so you can edit your original box at any time or turbosmooth your result and again, you don't have to deal with the limitations of the max sphere. Then from here you can poly edge loop/face select to your heart's content.

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Right, thanks for your posts.

 

Corey, the split, quad maintained sphere is a good and ill give it a go. My only concern with this route is the deformation that will certainly occur with the splines when projected towards the poles and extremities of the sphere as well as maintaining the 360 continuity.

 

Andy, your ref image looks perfect, how did you achieve this? Presumably not with maps as you have an apparently extruded form here. I am quite happy to create maps in photoshop but I don't have an a clue how to accurately set up a spherical map. I'll download your max file and take a look.

 

Scott, this nicely builds on the other two posts and ill check out this modifier and post some results.

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Mine was created in less than 5 minutes using the spherified box idea. I used a minimal amount of faces, edit poly to delete certain ones, added a twist modifier, turbo smooth and then shell! Really simple. I've attached the max file below the picture if you want to download it chaps. You can create all your ideas this way I'm sure.

 

That projection script is useful but you'd still have to create the spline in the way you want before projection which would defeat the purpose.

 

I think you'd be able to extract splines from an edit poly modifier after you creat geometry with edges you can extract. That's probably the best way to do it if you want splines.

 

Do you know what you want if the end? Do you gave a sketch?

Edited by cg_Butler
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OK I've attached a couple of quick, rough sketches of the job at hand. This is not a particularly good example of the type of challenge I'm looking to overcome but at least it gets us started. Andy, your 5min example by comparison is a great example. If this method allows us to create forms such as these that are "preconceived" rather than a result of "happy-accident exploration" then this will certainly do the job.

 

I mention "happy-accident" as more often than not I would have to conform to strict brand guidelines that dictate the exact tonality and shape of any logo included in the sphere. This can then be built upon and intended to create any swirling forms that give the invisible sphere body.

 

Essentially I need to be able to start with a clear design in mind and achieve it through the model.... I hope all this makes sense.

 

Andy, I cant download your model at the moment as im sitting within our military grade (no joke) secure server in the office so ill download later and try and reverse engineer your work.

 

I have attached the sketches and an example of an "M" logo that should be included in the final outcome.

 

All input is very much appreciated.

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This is one rare case where Nurbs in Max might provide a better workflow IMHO.

Create a sphere -> turn to Nurbs object

Now you can choose to create a CV or point curve on the sphere's surface

 

Needless to say that this is a bit tedious to exactly match your wanted outcome, but at least you can tweak the points/CV's endlessly and they will stick on the surface for eternety ( until the curve is made independed)

 

Or maybe it's better to create a normal projected Curve from the beginning ... that might depend...

 

After having the curves fit, you can toggle the "trim" flag on the closed curve, this will cut a hole in the spheres surface ( activate flip trim). Might be a bit tricky to get the tesselation work with the shell modifier afterwards to get some thickness...

Edited by spacefrog
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