Ellesar, you are directly stamping them.👌I read the lessons from the archa and at first did not understand why he does not build the form from everywhere with the plaque, but splits it around, the main path is removed, then extrusion and cuts the edge between the vertices)This method seemed to me not good because always at the beginning there were somewhere too many dots and nebilo with what to connect 🙄Here's a small example of how I make a leaf in the acanthus style😉1 we build the shape with a spline, and after converting it into poly.2 at the level of points (so it is more convenient) cut the edge of the edge.3 make an extrude (or bevel, to whom you like)4 we see the edges and through the tool selekt and mov simply move them up or down to make some more interesting form ;-)5 make two beehives downwards.6,7 we see the edges.8 make extruded ribs9 Then, without removing the vision, we make a chamfer with a small value in order to give a more precise shape, and I made another one there.10 we see the points on the edges (9 pieces on each side) and make them)11 we see the ribs and make a small chamfer.12 on the edges we have formed bad points kotroe need to also reduce the collapse or wold.13 so they had to be reduced)14 prepared sheet in acanthus style and ready for cutting on cnc machine 👌That's actually all-in my opinion the whole chip in speed consists in the fact that I do not build the entire form with a spline, but with a spline, and then cut the edges where necessary😉By speed, for example, so, this pattern with grapes made in 6 hoursFrame on the mirror 1 hour workHttp://www.free-lance.ru/users/3D_ellesar/viewproj.php?prjid=2885960So that's it 🙂
Hello Denis!Where to start if there is no experience in SubD modeling and do not feel the shape of the object very well? I can advise you to sketch the topology for yourself, in order to facilitate the further construction of the model.First: immediately it becomes clear what kind of grid the model will be and some nuances in topology will disappear as the work progresses ... And in general I advise you to always think over the detail in advance, this approach justifies itself believe me😉. Let you spend more time, but you will already know exactly how the basic grid of the model looks like😁.Secondly: I always try to break up complex objects into simpler ones, and you try to start with a simpler form ... and so in process of increasing complexity ... just on the way you will get used to the technique. Then you got it already priattachish and cut the grid on the junction of all the parts.By the way, there is an old screen with the moment when I first encountered such complex forms. Remained with me after the repair piece of foam plastic cornice and I handle for myself in my mind, I thought about the basic topology and already reproduced the model itself according to the piece I had just described. This technique helped me a lot.Try and print your reference picture with a pattern and a pencil to sketch the main grid. And it's best to do this in a bitmap editor. Just you will already have a ready reference with the basic thoughtful topology😁.Try, spread the results in the course of modeling, if anything is corrected, everything will turn out, maybe not the first time, but start when you need 👌.
Roman, I'm sorry it took so long I was going to. Maybe you have already found the answer to your question. Here are screenshots of the screen as I did:
Look. If something is unclear - ask. Prove more😉
Hello, Roman! Glad I could help you a little. You can do this by lofting, but I'll explain it to you in another example. Using the CrossSection and Surface modifiers.First I created a section of the object using the Star spline. In the Interpolation properties, I reset the Steps value to zero. (I turned off the additional segment splitting) I edited the external points a little. (Changed the value of Fillet Radius, and made Divide to external segments) And got this section. (Created in the Top window.) Naturally, the number of star beams and the sharpness of the outer corner should be chosen at your discretion.)Then he created three copies of the section, distributed them upwards along the Z axis. The third copy (the uppermost) evenly reduced.Then he created another copy of the star. Turned her into a circle. And located at the bottom. I made a circle from the copy of the star so that the number of vertices (points) coincided in each of the splines. If there are 46 points in one spline of points, and in another 45 - it turns out to be some kind of bjaka.Then the lower section-circle copied upwards along Z. In general, I repeated the contours of the real leg. The general view of the arrangement of sections is as follows.We select the lowest section (circle) and attach to it all the rest in ascending order. (Mess up the order with the attaché and will be byak)Next, I recommend checking the location of the primary point in the splines. Usually it is highlighted in yellow among all points. We do this in the projection Top.Next, use the CrossSection modifier.And then the Surface modifier.Then we apply the EditPoly modifier. Select the Hard value in the polygon properties. (I do not know how it works out for you, but after Surface, the smoothed polygons turned out muddy) After changing the properties of the polygons to Hard, the model is more attractive for appearance.Well, the modifier of smoothing is followed.We see that the longitudinal lines of the mold go to the top in a clockwise direction. This is due to the fact that the primary point of the uppermost section (circle) is offset from the others. I forgot to mention - to make the point primary enough to select it, and click the Make First button.Below, I scattered the primary points in different directions. It turns out that's the kind of thing.
You translate the spline into an editable polygon, select the polygon as a subobject, and apply the GeoPoly command. Then the edge is again in the spline using the Create Shape command. You can not do this, but simply create a polygon with the required number of vertices. Only care is needed. At first, I could not understand for a long time why after the Cross Section, garbage somehow turns out, although I did it by the lesson. Everything is simple - not only that the primary points are mixed up, and the number of points was different. I carefully read the lesson.And Divide in this case has nothing to do with steps. Divide simply splits spline segments into equal parts on your team. And Steps is turned on if you select Creation Method - Smooth or Bezier when creating a spline, and is responsible for the smoothness of the spline bends. The more steps, the more segments are broken into a segment and the bend is more smooth. Try to create a spline with smooth curves, and then drop steps to zero. The spline will become angular. The Optimize and Adaptive checkboxes are responsible for:Optimize - optimizes the number of points on a curved segment, depends on the value of Steps. For example, you indicated Steps equal to 3. (when the check marks are cleared, all segments of the spline will be divided into four parts, three points will be added to the segment). When Optimise is enabled, you will only break up the segments where necessary. There is a bend in the segment - there will be a splitting, no bending - no splitting.Adaptive - does not depend on Steps. This option itself decides on how many parts to break the segment for optimal smoothing, so that it does not look angular, but also to use fewer points. On direct segments, the partition does not.Something like this.