Nautilus shell modeling

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3 Oct, 2013 Jane
3 Oct, 2013 # Re: Nautilus shell modeling
Hello! It is necessary to dock the polygons that are spiraling upward to the restriction. Experience in working with the program is very small, but it is very necessary to do! : | Polygon with a red arrow pulled extrusion. I tried to connect the 2 ribs, but to no avail. It is necessary to merge the model, as it were put together ... If anyone can help, please describe for words teapot 🙂


3 Oct, 2013 gus_ann
3 Oct, 2013 # Re: Nautilus shell modeling
Jane ', hello, in theory it is necessary to distinguish these two polygons (marked with a red arrow) together, then use the commando bridge (bridge) in the Edit poly, then between the selected polygons formed by one additional ground, connecting the former two. If everything should be done in a circle, ie, each lower polygon linking the upper, then .... is likely to hand in a circle and act on the basis of the current geometry. Most likely this model can be made easier, without tiring bridge for each polygon, but it must also think and see that in the end I want to get.


3 Oct, 2013 mOPs
3 Oct, 2013 # Re: Nautilus shell modeling
gus_ann little ahead of me. Still, I'll share my thoughts, as I would like to say a little more about modeling most spiral. So: For proper shape spiral recommend to use the Helix spline type, further apply the Sweep modifier to give the volume Shell modifier, well, then "sew" polygons. Having twisted parameters Helix, you can give the necessary form a spiral: Before using the Sweep modifier, it is better to draw a semi-circle spline. Then, applying the Sweep modifier to tell it to as a model to "extrude" I took a semicircle: Next, attach the shell thickness Translate model EditPoly in operation with polygons, select those that need to sew. More precisely between which it is necessary to make a bridge. After selecting the desired ranges, go to the Edit Polygons scroll and click Bridge (Bridge) And so with all the necessary polygons to you. Have fun😉 And then show that you have got 👍


3 Oct, 2013 Jane
3 Oct, 2013 # Re: Nautilus shell modeling
gus_ann mOPs and thank you for such prompt replies Tips! 👌 I want to get me in the end that's a shell: As for the semi-circle and spiral: I initially used the cone (the problem of using a semi-circle shape that it does not create a narrowing spiral to the top.), Which is then bent in a spiral pathdeform-IOM .... but again, there was a problem: (by twisting the convex part of the "leaves" are not there in some turns. The form of a curve in the end, because I am her poizmenyat by helix spline transfers (sought to narrow the horizontal upper coils as shown in Fig.). From the bridge I will try!


3 Oct, 2013 gus_ann
3 Oct, 2013 # Re: Nautilus shell modeling
Jane, hello. Shells faster, easier and more professional will be created with the help of simulation loft. To do this we need to create only 3 spline object - 2 different circle and the spiral. spiral parameters are shown in the screenshot: The circumference of a radius 16, the second radius of 2. (You can put your values, to choose what will best for you.) Next, choose a spiral going in compound objects (compound objects) and there we go to the loft simulation scroll: Then do this: Scroll Path (path) is = 0, click the button Get shape (get in shape) and click in any viewport to a large circle, then the Path (path) stoitavim = 100, click Get shape and click on the little circle: In the loft object can be removed in the scroll Skin parametries daw to "lay in the beginning", then shell initially turn to the "progress to a snail." If it would seem that too much shell polygons, the spiral should be swept away the wave tops. Well that's all, the basic form is received, if that is not enough, now you can edit yourself circumference and shape, height and number of curls in a spiral - the form of shells will change in response. Once we have all arranged, easily translate into a poly object and dance with him on - we add thickness, convexity, etc. vpuklosti


3 Oct, 2013 Jane
4 Oct, 2013 # Re: Nautilus shell modeling
It seems that something happened 🙂 7 used circles for diameter when lofting. a lot of spare ribs out. gus_ann, Thanks for the help! 🙂 The ribs are done only one way out - squeezing of polygons?


3 Oct, 2013 gus_ann
4 Oct, 2013 # Re: Nautilus shell modeling
Well, yes, a very fine mesh out. For reber- possible and polimodelingom, but you can complicate itself loft object. How - I'll write later, I have to try and think whether there is any sense to continue to tinker with a loft, or just through the poly to do. I must say - I myself would not do such a shell, it would be difficult for me, and if all vyyamki and small ribs necessary geometry, it's all for me - "light mascara!"


3 Oct, 2013 gus_ann
4 Oct, 2013 # Re: Nautilus shell modeling

Jane, again hello. I forgot to write you a very important thing. When we built the spiral, we need to drop the FFD 2 * 2 * 2 modifier on top of it, enter the control points in it, select all the upper control points and use the uniform scaling tool to pull them to the center. Like this:

Then build our loft object, after the basic shape of the shell we arranged (the number of curls, the size of circles, etc., by the way, use only 2 circles, the greater number gives more polygons, and in general we do not need it) we open The following list in the modifier of the loft: Skin parametries: there show numerical values ​​like mine on the screen, this will reduce the polygons:

Then the most interesting, we will try to create a shell shell, the so-called ribs. Select our shell, I have it green go to its loft modifier, go into the deformation and click the Scale, that is, the deformation on the scale, thus this window will open:

In this window there is a red line, this is our unfolded path, our spiral, with it we will work. We insert additional points, we translate them from the "angle" type to the "bezier-corner" type and try to achieve a similar shape for the control knobs:

With all this you will notice how the ribs appear on the shell

These points can be used to build a shape in different ways, tighten ribs somewhere, widen them somewhere, ribs can be made larger and smaller, and so on. But you need to know that the lofting model once comes to an end, the model is translated into poly and is being finalized already there, so without poly, you will not manage in any case. It's important to find the side when the lofting simulation is already getting heavy, and it's easier to work in the polymodeling. Good luck!



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