Good tips. This time I deleted the bottom face and created a new one from the rogue vertices as the model was simple and selection was easy.
Now I’m getting a decent result with a mirror modifier to create a computer keyboard key (which will be placed on the cake), but I’m struggling to make a sharp edge…
I’ve been working on the cake today.
I followed a bunch of tutorials on Nurbs but I still have to get how they works.
I’ve modeled a firework flare instead, which will sit on top of the cake instead of the classic candles and I’m happy with it. I was also able to add a twine shaped fuse.
Now I’m trying to add some sugar sprinkles on the side of the top part of the cake.
I’ve created the group of objects which will be used for the hair particle system and weight painted the group of vertex on which the sprinkles are supposed to lay.
I tweaked the settings a bit but I can’t figure out how to lay them around the cake, as in this reference picture:
Here’s a screenshot of the actual result, the particle system settings and the group of sprinkles. (The firework is there just because I’m proud of it!
Thanks for any suggestions you’d like to make.
I’ll keep trying to figure out on my own, but could I ask if you don’t mind explaining how you used nurbs to create the key?
I’m trying to use a nurbs surface to deform the top faces of a subdivided square with the curve modifier but it doesn’t work.
Neither I can create the key using Nurbs only.
Well, they are unfinished tools i guess. However if you select top 4 points on default nurbs surface and push it a bit up or down you can change shape of the surface to fit top of the key (you can rotate it 180 deg later on). If you Alt-C convert to mesh it will be nice all quad surface. Select side vertices, extrude/scale couple of times and move z last extrusion. You have a key.
Thank you. I figured out an alternative way to model it using a lattice to wrap the key and deforme the top.
I used the Lattice deform modifier on a vertex group of the top vertices of the key.
It works pretty good and it’s intuitive, it is also easy to fine tune the shape before applying the modifier.
There’s always several ways to skin a cat in Blender ;). Nice you found another.
Btw, if you had default grid you could use Proportional grab to get there too…