The fourth part is sacrificed to miscellaneous objects – shoes, towels, bottles, umbrellas and others… This part is the last from these four modelling parts, next one – part V will be about rendering the scene. Again I’m sorry for low image quality,but believe me – it’s better for your faster previews :)
As you can see in the image, first of all I made a railing of a ladder – just not to forget :) The first step is to make curves, which we use to make pipes after. Distance between curves is 600mm.
Type Pipe command, use radius 15mm and flat cap. Okay, railings are done.
We need some steps – Let’s start with simple block:
Turn this simple block into step by chamfering edges wit distance=3mm and by adding cylinders with radius 2mm. Boolean command will blend these surfaces into one polysurface.
Now use Array command to make a few steps from this created one – X=1 Y=1 Z=at least 4. More steps will not be visible,so don’t worry about this.
And this is final model of ladder. You can convert it to mesh, if you would like. This step will save you some Megabytes on you RAM and HDD.
Very typical shoes wear for swimming pool, solet’s make one pair :) First of all make closed curve appx. sized as your foot print [20-25cm long]:
Use PlanarSrf command to make a surface from this curve. Select created surface and Extrude it. Then Chamfer upper edge with distance 1mm:
Next step is to make holes for strips: create three cones with the same radius.
Use Boolean Difference and right after Chafer inner edges. Holes are done and ready.
Make three 3 dimensional curves as base curves for stripes.
Pipe command will turn your curves into two pipes ready for blending:
Turn off smooth mode [available in T-splines] and delete one face on longer pipe near the middle.
Next step is to weld points, so you get shape like this:
Enable Smooth mode and look at final shape:
If you go back to Rhino mode from Tsplines, your shape will be converted like this:
And voi-lá, flip-flops are done! :)
We can start with another misc. object:
First of all make an ellipse, select curve, type PlanarSrf command and create surface. After that Rebuild it with 20 by 20 control points, so you get surface like you can see in the image:
Select middle part of Ellipse and move Control points up. Very central part of them move a little bit back down:
Curve side part of hat to make Side wings using control points:
Make the same for both sides:
Select surface and offset it using distance of 2 mm. New offsetted surface is quite difficult,
so rebuilt it with 20 by 20 control points. Okay, surfaces are done, Let’s close them: Command DupEdge will duplicate both edges, so you get clean closed lines:
Select both of new curves and Loft them. Now Check Surface directions:
Join all three surfaces and chamfer them:
Now we need to make a strip around the hat, so follow these steps: Make a rectangle and move it a little bit up:
Use command PlanarSrf again:
Split surface by this hat and delete inner and outer surface, so only middle part will stay.
For the middle part use again command DupEdge, so you will get only edge curves. Make the same trick again, but this time a little bit higher:
Draw a section curve – both ends must lie on previously made curves!
Use command Sweep 2 Rails to make strip around hat:
Hat is done. Now we need some bottles.
Create section curve, offset it, join and rebuild:
Revolve command will now make a body of bottle by rotating around middle axis:
Copy a part of bottle faces and use offset, distance 0.1mm.
Follow the last few steps to make another type of bottles:
This model was downloaded from T-Splines:
Another needed thing are towels: First step – make rectangular plane, rebuild it with 20 by 20 control points:
Move the control points to make the planar surfaces look like towel:
Make a few types of towels:
It is also possible to make these towels thicker [2mm] by using Thicken command in T-splines:
Now we can play a little bit with objects to make them non-uniformly looking :)
Okay! This part is over now, You can have a look at this full resolution render:
Next steps are going to be rendered in Vray. I gave a try to Maxwell, so here is my first touch with this program: