دوشنبه 19 آذر 1403
 
کمينه
 
کمينه
آموزش گام به گام طراحی مبل با راینو

تاریخ ایجاد   چهارشنبه 23 آذر 1390     بازگشت

 

قسمت اول : (قسمت 2 و 3 در ادامه همین صفحه هست )

 

 

 

Introduction
Hello everybody. My name is Matus and I made this tutorial for you to see that even in Rhino you can make professional 3D models and photo-realistic visualizations. This tutorial was made using Rhino 5 WIP 64bit on Windows 7 Pro 64bit. Rhino 5 is in “Work in progress” mode, but I can really recommend it. In fact, I did not have any problem during making this tutorial, program didn’t crash at all and creating difficult NURBS surfaces was absolutely fast. This tutorial was made in Rhino5, however only common commands were used, so if you still use Rhino4, feel comfortable to follow this tutorial anyway. Let’s start!
You can see final render here, so have a look at what we are going to make. Don’t be scared, There are not any difficult operations, all of commands used here are easily accessible and very easy to handle. Like everything in Rhino :)

First steps
First of all you need to find blueprints for your model. Yes, you can just try to make it without them, but how do you know what are the dimensions of all those parts? So I found this blueprint googling on the internet. (click the image to see larger version)

I used Photoshop to split it into two pieces, so I can use it in Rhino as reference pictures. Okay, now open Rhino, make two planar surfaces (use dimensions of splitted pictures) and use those pictures as texture. Use _SetObjectDisplayMode command to set these planes to show their texture even in Wireframe or shaded mode. Place these pictures in 90 degrees, so you get 2 walls like this:

Rhino5′s gumball is new awesome tool that will make your life much easier. Now scale these pictures using 3D scale to exact size, you can make it easily by snapping scale tool in the reference point and then writing number seen in dimension area. When you are done, you can start with first elements in the scene. Let’s make the circles, the border elements of upper part of the armchair. Make them in left view as I did, then rotate them to match position like in the picture (front view)

Section curves. Make new circles and copy and paste and rotate them like you can see in the picture. Position is adjusted by moving them in Front and Left view.

Use Rebuild command to rebuild your circles. Default value in Point count is 8 and Degree is set to 2. Adjust these values to Point coint 20 and Degree 3. Now click OK and what you get is highly editable curve with 20 control points. Select one of these curves and press F10, so you reveal all control points. Adjust position of each of them, so you get deformed circle, like you can see in the next pic.

Turn all of your curves into these deformed shapes, like this:

Use line tool to connect two curves. Endpoints MUST lay on these curves.

Rebuild again, Point count from value of 2 to value of 20 and degree rom 1 to 3.

Select new curve and press F10 again, so you can see now all the control points shaping the curve.

Manually adjust position of all of them, like you can see in next picture, Top view.

Make next three curves in the same way as you made the last one:

Select 2 closed curves made out of circles in the beginning of this tutorial and use Sweep2 command (sweep 2 rails) and select last 4 created curves, made out of lines. Pop up window will show your options now immediately after pressing Enter button. Don’t forget to check “Closed sweep” box, which is unchecked by default and click OK. You just made first upholstery surface of the armchair, congratulations :)

Looks nicely detailed, don’t you think? Making 6 curves was absolutely worth of it.

Select this surface and use Hide command to hide it. Let’s make the middle part of the armchair, use the very same method as in previous part. But do not copy and paste this first surface, because getting uniform, but stretched forms is not what we want to get.


Now make connection between side part and back part: not exactly the same method as with previous part, because now we need this surface shaped like you can see here:

Adjust new curves to make them look like the already have foldings.

Again, use Sweep2 command to create a surface, so you get another part of upholstery.

And repeat the whole process over and over again… :)

… and again! but in this part make sure your curves are perpendicular to axis, so after mirroring the whole part you will get seamless transition between them! (check both the top and the left view).

Now we need to patch the front opened part of the upholstery. Patch command is not ideal in this case, it will make almost planar surface without any interesting detail. So I have chosen more complicated way. But the result is worth of it. First of all, make regular circle without rebuilding it. Adjust position as you can see in the picture.

Move it a little bit out of the model

Use PlanarSrf command to make a surface out of this circle.

Create line with it’s endpoints laying on new surface and on the very first surface created and rebuild it with 6 control points. Six is enough in this case.

Adjust position of every control point (show them by pressing F10 button) so you get smooth transition between both of the surfaces.

Use Sweep2 command, select both of the Circle’s border and Surface’s border as rails and then select new curve as a section curve. Press OK.

Use the same method to create cap for lower upholstery.

Select all surfaces created until now, use Mirror command and as mirror plane use Axis made in the middle of the reference image.

Now we are done with the upper part. Select surfaces, categorize them into layers and lock these layers.

Okay, people… We are done with this modelling part. What do you think? Did you like this tutorial? If yes, share it on Facebook, Twitter, StumpleUpon, Buzz, Digg or anything else :) And don’t forget to leave a comment under the article. Thanks for reading it to this point! Have a nice day.

قسمت دوم :

Sitting area

My name is Matus and I would like to invite you to reading and following this tutorial. If you missed previous tutorial (making of upholstery) click here to visit the page.  So this is where we had finished a few days ago:

Now we are about to make the sitting part. Create new curves and adjust them like you can see in the picture:

Create section curve, adjust its height – middle control point goes higher a little bit. Then select all of the curves and create surface using Curve Network command from the Surface menu.

DupEdge command will duplicate edges of this new surface. Move these duplicated edges down, as you can see in the picture, so we get a border of lower part of sitting area.

Make section curve of sitting area upholstery, exactly in the middle of the model. See next picture. End points of this curve MUST lay on upper surface and lower curve. (top and bottom of sitting area)

Divide upper surface into two halves, and then delete one of those parts. Rebuild this half by 20 by 20 control points and adjust position of the points on the outer side of sitting area, so you get here some nice detail. Create half of the surface of the bottom part in this step as well. Create section curves like you can see in the reference blueprint. Connect them using lines aproximately in the middle of these section curves.


Rebuild them and adjust position of control points like you can see in the picture.

Final shaped curves can be seen in the next picture:

Now we are going to create surface by surface. Everytime select all edge curves and section curve created in the last step. Go to Surface menu and select Curve Network command, so you will get surfaces like this:

Now finish all of them and take a look how your upholstery looks.

Well, we have just finished the whole upholstery part of Helena chair. It wasn’t complicated, was it? Click the image to see full resolution picture.

Leather foldings

Let’s continue! Use the Hide command to hide all unneeded surfaces, so only the upper and lower part of the sitting area is visible. DupEdge command will duplicate their edges. Join command will join them to 2 closed curves.

Do the same with side upholstery:

Now it’s time to make leather foldings (or something what will look like them). Use Pipe command and select curve by curve. Use radius of 1mm.

Do the same operations with upper part, so you will generate foldings in this part. Here you can see rendered viewport with shadows (live viewport in Rhino5). All leather surfaces are done, materials are not applied yet. DO NOT EVEN THINK ABOUT JOINING SURFACES! If you join them, mapping options will have no Default mapping options anymore, so you will have to map surfaces in a much more complicated way!

And we are done with all upholstery and foldings. Any problem? Let us know!

Lower part, legs

Okay, now we are about to make legs. First of all, use planar views to make curves in the middle of future tubes.


Use pipe command, radius 20mm so what you get is pipe 40mm thick.

Boolean union command will boolean both pipes. They have edge in common now. Fillet this Edge by radius of 2mm.

Here is the result of this step:

And the whole chair can be seen here:

And rendered viewport with shadows in live viewport of Rhino5:

Okay, people… We are done with modeling section. What do you think? Did you like this part of tutorial? If yes, share it on Facebook, Twitter, StumpleUpon, Buzz, Digg or anything else :) And don’t forget to leave a comment under the article. Thanks for reading it to this point! Have a nice day.

PS: Do you like my effort? Now you can support me via PayPal to keep me alive! You can donate ANY amount :) God bless you!

 

قسمت سوم :

 

Hello!

This is Matus, welcome to the last part of the tutorial for the legendary Bibendum chair. Feel comfortable to follow these steps, and in case of any problem, post the question in the comment area below. If you missed previous tutorial (making of upholstery) click here to visit the page. So this is where we had finished a few days ago:

Now we are going to render our model. Maybe you already tried to render your models instead of waiting for this third part of the tutorial (that’s exactly what I would do, to be honest :) ).

Scene and texture mapping

First of all, we need to create the scene. In this case, where we need the model to pop up from the picture, we do not need any additional detail in the background, so our scene will be very simple. Make the floor, wall and front panels (they will not be seen in view, they will be only reflected in chrome legs of the chair.) Apply textures you like.

Okay, let’s get down to the serious business now. We are going to work on texture mapping in the next few steps. If you followed our tutorial properly, you won’t experience any problem in this part. Click on the surface, apply the material defined previously. In this case it is leather. For diffuse map we are going to use simple color, not a leather texture, so we have to simulate leather for real. We do not have the options to see bump map on the surface, so what we need to do is upload bump map as a diffuse map for leather material. Now you can see leather material on the surface mapped in not very nice way, it is stretched too much in both directions.

For cylindrical parts use DEFAULT MAPPING and set the repeat factor to 5 ( don’t forget it depends on your texture size!) For the front, rounded faces use planar mapping (because they are made out of two simple surfaces and it’s not possible to use Default mapping on polysurfaces. Check the box for Advanced mapping options and press the “Show mapping” button. This magic button will make the mapping widget visible and you can use basic Rhino tools (Move, Rotate) to adjust it to its correct position. See image above.)

Now you can continue doing the same for every single part of the model. Don’t forget to adjust Repeat factor precisely, because in other case your texture will have different scale on every surface, what might not be very nice.

and voi-lá: here it is. Model is mapped.

Now get back to your Material Editor, switch Diffuse material from Bitmap to Color and pick a color you like. I used dark red color, because this color will add more contrast to our scene.

Lightning

For lightning I used three planar lights. One of them is in front of  the chair, using bright white color with multiplier of 20. Light on the right side is light orange and multiplier for this light is 60. Last light panel shines with multiplier of 30 and is positioned on the left side of the chair. Do not forget to TURN OFF “No decay” option for all of them! Position your camera, adjust Lens length.

Rendering

Now we need to tweak our Scene settings. Go to Options and have a look at my settings. The fastest option will be using the Irradiance map engine, because we do not have any difficult surfaces in the scene, such as carpet or anything with a lot of displacement on it. Click the image to see full resolution picture:

That’s almost everything. Now save your scene and press Render button for the last time.

Wait until render is done and save All the channels if you did not set your V-ray to do it automatically for you.

Postproduction

As you can see, our image has a quite yellowish tone. We need to get rid of it in Photoshop (Yes, we could use White balance in V-ray, but this will be faster, because we do not have to set color tones and render the scene ten times to see the result) So import these channels to Photoshop:

RGB channel,

RAW reflection channel

RAW Global Illumination channel.

Copy and Paste them into one document, so you will get three layers. Name them.

Convert your document to 16bits (your imported HDRis have 32bits each) >> click Image in top menu and select Mode option, now click on 16bit row. Do not merge layers after this!

For RAW reflection channel set Soft Light mode and 70% opacity.

For RAW GI channel use Soft Light mode as well, but with 30% opacity.

Now use some Color corrections, Level adjustments and Curves to tweak up your final render. Your settings depends on your Screen, so there are not any “super ideal” values usable for everyone to do this.

I personally don’t satisfy only with Photoshop adjustments, I usually go to Adobe Lightroom after Photoshop and add some Vignetting and Chromatic aberration to achieve more realistic result:

So this is it! :) We are done with the Bibendum chair tutorial. You can see the final image here:

I hope you like this and you enjoyed our tutorial.

What do you think? Did you like this tutorial? If yes, share it on Facebook, Twitter, StumpleUpon, Buzz, Digg or anywhere else :) And don’t forget to leave a comment under the article. Thanks for reading it to this point! Have a nice day.

PS: Do you extremely like my effort? Now you can support me via PayPal to keep me alive! You can donate ANY amount :) God bless you! Using these money I will buy more coffee to stay up longer and work on more tutorials and models! :)

 



حريم شخصي كاربران  |  شرایط استفاده
تمامی حقوق این سایت متعلق به حامد طباطبایی می باشد.