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#16 |
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70) I don't know If you noticed, but this border is with it's corners inversed. If this happen, go to Loft Modify Panel and inside Shape subobject rotate the gizmo.
71) Great, now select the Shape Rectangle and tune it's size. 72) Remeber the first rectangle that we used with the Loft tool? Select it and make a copy. We are going to create a cover for the botton of the seat. 73) Copy created, select and use Extrude modifier on it. 74) Now we have the border and the cover of the seat, let's now create the seat it self. To do this we are going to use a Box Primitive, create one and convert to Editable Poly. 75) Apply a MeshSmooth modifier with value 3 in Interations. Ok, we've broken the box looking but now we have a sphere looking. 76) To fix this, go back to Editable Poly root and create some aditional edges to sustain MeshSmooth interations. 77) Result: |
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#17 |
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78) Now it's up to you to resize the polygons of this seat to get close of the border boundary.
79) After a few tries, I got this shape below. You can do this with a ChamferBox Primitive, but I don't like it Smoothing groups. 80) With the Border, Cover and the Seat selected, enter in the Isolation Mode. 81) Select the Seat and apply an Editable Mesh modifier on it. Enter in the Polygon subobject, select these polygons and delete them. You problaby going to do this if you want to delete unecessary polygons or the botton of the Seat is overtaking the Cover boundary. 82) Great, now we are going to apply a FFD 4x4x4 modifier on the Seat to make some curvers. 83) Final curves: 84) Last step is change some colors and it's done for now. Part 04 coming! |
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#18 |
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Part04: Making the back support.
Next step is create the back support of the chair. You are going to do almost the same steps used on the seat, that's why you are just going to see a slide show. 85) 86) 87) 88) 89) 90) 91) |
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#19 |
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92)
93) 94) 95) 96) 97) 98) |
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#20 |
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99)
100) 101) 102) 103) 104) 105) Part 5 coming ![]() |
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#21 |
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Wow, I've been busy last weeks.
Part05: Connecting the seat and back support. 106) We are going to create two conections. One will connect the back support to the seat. 107) And the other will connect the seat to the center of the chair. 108) Let's start with this second object. In the Front Viewport create an Spline like this: 109) With Shift Key pressed, use Select and Rotate tool and rotate this shape making a copy of it (like Mirror). 110) Do not forget to Weld this central vertex with the Weld tool in the Vertex subobject. 111) After this you can delete this vertex pressing the Backspace on your keyboard. Now you have one single object. Select this four vertices. |
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#22 |
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112) And fillet them.
113) Go to the Spline subobject, select the hole spline and use the Outline tool like this: 114) Now apply an Extrude modifier to this shape. 115) You can alway back to the base of this object (Line) and edit it vertices and segments. 116) Next step is make a cylindrical rubber in this area. 117) So create a Cylinder primitive. 118) Reduce it Side parameter to 8 and Height Segments to 1. Now we have a low polygon objetc. |
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#23 |
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119) Convert this object do Editable Poly and delete this big face.
120) Same for this face, delete it. 121) From the Subdivision Surface menu, enable Use NURMS Subdivision options and raise Interations parameter to 2. This will give you a subdivided model feedback in real time. 122) Go to Border Subobject and select the first border. Active the Scale Tool and hold the Shift key from your keybord, than click and drag X and Y axis at the same time. This will create new polygons and we're starting to shape our rubber. 123) Now with Select and Move Tool, hold down **** key againd and move the border in Z axis creating a kind of border. 124) Use the same tecnique of Scale Tool with shift key in the botton border. |
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#24 |
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125) If you wish, go to other Subobjects and re-shape it.
126) Model of rubber done. 127) Now lets connect the back support to the seat. In the Left Viewport, create a Line like this: 128) In Front Viewport move it to one of the sides. 129) And than chamfer the vertex located in the corner. 130) In any viewport, go to Spline subobject, select the spline, hold down shift key and move this line to the other side creating a new copy of it. |
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#25 |
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131) Go to Back viewport and click at Snap Toggle to enable snaping. Right click on the same icon and just enable Vertex Snaping.
132) Now create a Arc Shape from one vertex to other (of the support). 133) Attach this new Arc to the other two Splines. 134) Access the Vertex Subobject and weld the vertices. 135) This is what we have so far. 136) Remeber the loft shapes? We have to create one more, start with a Rectangle. 137) Ajust it parameters: 138) Now make a loft with this shape from the base spline been the path. |
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#26 |
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139) This is what we got:
Part 06 Coming ![]() |
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#27 | |
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The Shark
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Quote:
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