Beer glass 3d modeling

🤖
13 Jan, 2012 mOPs
13 Jan, 2012 # Re: Beer glass 3d modeling
Greetings. Interested question simulation patterns on a glass of beer. The very form clear how to do, not a problem. But those recesses made to break the brains, in search of the optimal method. But so far other than the method of Boolean objects is nothing faster does not come. Lord 3Dzhedai 🙂 please share the experience of who and how such models.


13 Jan, 2012 Maks (Staff Author)
13 Jan, 2012 # Re: Beer glass 3d modeling
The above image is, in principle, describes the idea of ​​creating the required patterns and without further explanation. But, once this discussion, we can say a few words on this score 🙂 Make a cup can be all the unloved (and favorite modeler: the D) SubD modeling . Take the Plane with a certain number of segments, and after his transfer to Editable Poly, it moves point, stretch boundaries and cloned face. After reaching the topology shown above - namely, a certain similarity of honeycomb, this object is curled Bend modifier, again converted and the boundary point stapled. It turns round the surface, showing the outer part of the faceted glass. Then again, the tools Editable Poly, tightened bottom, and inside the glass thickness is created. Attach the handle, as they say, a trick. After all these operations at an angular object is applied to the value Turbosmooth Iterations = 2 (for the grid density of the above), and it becomes a smooth glass. Make a good proportional to the glass - the problem is not the easiest, if you do not have experience in this form of modeling. But, nevertheless, a very tolerable glass can be done without it. Therefore, I propose to begin to do, and if in the process there will be insurmountable problems, write - I will explain how to "get out"😉


13 Jan, 2012 mOPs
15 Jan, 2012 # Re: Beer glass 3d modeling
Thank you, Max. Like all happened 🙂


13 Jan, 2012 mOPs
15 Jan, 2012 # Re: Beer glass 3d modeling
And here is the "trick" 🙂 - handle.


13 Jan, 2012 Maks (Staff Author)
15 Jan, 2012 # Re: Beer glass 3d modeling
Well done! Pottyani lower cell toward the bottom, and do the very bottom thicker - will bomb 👍 Speak to please readers of the most difficult moments, on what had been a hitch? 😉


13 Jan, 2012 mOPs
17 Jan, 2012 # Re: Beer glass 3d modeling

Well, as for modeling, in principle there was no hesitation.
The main points on which it was worth a brainwash are purely mathematical 🙂

First, I estimated the size of the plate. Ashamed, but had to use Google to raise school mathematics, or rather how to calculate the length of the circle. A glass in diameter of 90 mm. The height is 150mm. Uncle Google said that the circumference is 2 * R * R
Accordingly, the length is 238 mm - this is the width of our plate. Further, in order not to draw the same "honeycombs" throughout the glass, you need to figure out which part to draw, and how many times to copy it. I'll say right away that it's just not right to count and cut it completely correctly, in terms of grid topology, so the calculation is only approximately, then by trial and error, it's necessary to cut the slate (more than ¼ of its total length) into 9 segments by Horizontal and 6 vertically. But actually it depends on the specific glass and the number of honeycombs in it. In my case there are 3 rows of cells. And approximately 3 on each side (if it was a cube and not a circle).

Next, move some vertices in such a way that something like a honeycomb has turned out.


Further, I had some hesitations with how to properly cut the edges around the honeycomb ... Nothing better came up as in the polygon mode, select 4 internal polygons of the cell and apply 2 times the Inset. And so with each hundredth in turn.


Having done this all with each hundredth, I delete the extreme columns with polygons. It was here that there was a catch with an incorrect topology of the grid, if I did otherwise. That is, there are only 4 columns of polygons. With such manipulations when stitching boundary points, the topology of each cell (the number and shape of the edges) will be the same everywhere:



13 Jan, 2012 mOPs
17 Jan, 2012 # Re: Beer glass 3d modeling

Allocate all the central vertices of honeycomb, including medium half. I shift them a little further into the future glass:


I copy the resulting model 6 times. Yes, not 4, because we removed some of the polygons. In any case, if you are not sure or there will be extra polygons, you can delete them. To check whether it was not possible that something superfluous, you can just draw a template-plane with a full size (283 mm) and compare it with the resulting width.
The copied parts are adjusted into one object and are adjusted to each other (it is very convenient to use a binding of 2.5 in vertex mode)
Sewing. By the way to sew the boundary points, it is not necessary to separate them separately. If everything is done correctly and adjusted correctly, just select all the points (Ctrl + A) and apply Weld. Again, if done correctly, the cross-linking threshold, which is set by default (I have 1mm) is enough to sew the necessary points.



Next, use the bend modifier with Angle = 360. And again we sew the boundary points.
In the Border subobject mode, I select the bottom face and tighten the bottom. Since in the future the TurboSmooth modifier will be applied, the tones of the upper sides of the glass, on the bottom in general on all the sharp edges that we do not want the modifier to smooth, we make chamfers. Small.



We make the thickness.
I select the top ring, and the scaling tool with the clamped shift is pulled inside. It's necessary to orient yourself around the TOP window, so that the inner ring is a little left for the inner ledges of the honeycomb:



In fact, the thickness of the glass can be made and Shell, then the inner surface of the glass will be ribbed in shape honeycomb. (Although there may be a way to make Shell with a smooth surface from the surface not smooth, but I'm not familiar with this method).
Further, without removing the selection from the ring and again holding the shift, I drag it down to the required depth. This will be the depth of the glass.


I give the glass a more barrel-shaped shape. I did this with the FDD4x4x4 modifier.


Do not forget to make chamfers on the top



13 Jan, 2012 mOPs
17 Jan, 2012 # Re: Beer glass 3d modeling
A pen. The handle is made by extruding a polygon on the spline. Therefore draw a spline handles, then in those places the glass, where it will be mounted pen, I did chamfer 2-Vertex mind, thus creating the start and end range for handles. Select the top (first) shake Extrude Along Spline and point to our spline. The latter received a polygon cross-linking with the bottom on the glass (Bridge) It's time to smooth the model. TurboSmooth, iteration = 2 That's basically it. Maybe there is something wrong or not doing correctly, correct😉 Oh yeah, that's primitive rendering:


13 Jan, 2012 Maks (Staff Author)
17 Jan, 2012 # Re: Beer glass 3d modeling
MOPS, despite your not full confidence in choosing a method of creating one or another form, you did everything exactly right 👍 By my previous amendment about the lower cells can only add that the handle would be better to make 8 segments rather than four (topology It allows), and you need to push the inner four landfill each cell (together) in depth, as in the example shown me. Then the transition from the wall of the recess will be more organic. But this is a trifle. The main thing - the overall concept, it is a great😉


13 Jan, 2012 mOPs
17 Jan, 2012 # Re: Beer glass 3d modeling
It is true, I fully agree. Interestingly, the lower I still did outstretched, but probably in the previous sample, and in this forgotten😁 At the expense of the handle, and inner polygons cells also take into account the way 🙂 and the handle itself in this model had to be a little thicker do ... But there's nothing special emphasis on realism did, but only on simulation technique. We must somehow Now pour the beer into it: | 😁


13 Jan, 2012 Maks (Staff Author)
17 Jan, 2012 # Re: Beer glass 3d modeling
Handle after sabdivizhena would remain large if consisted of 8 segmetnov; This, in fact, the amendment was 🙂 About the beer is very simple. After completion of the pattern the glass, it should clone, leaving in the same position. The resulting copies of roughly isolate and remove polygons rim glasses (the upper part). Further, in the sub-element object mode, and select the external remove it too. The remaining element to isolate and invert it faces Flip tool (in Editable Poly, of course). The upper hole to sew in any way. So get an object perfectly matching the interior shape of the glass. When the edge of two objects coincide perfectly with each other, use a "liquid" modifier Push, which is slightly inflate its setpoint to have been no z-fighting games to render. Actually, this is all.


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