help on lofting

Hi all,

I am trying to follow a 3dmax chair tutorial but i am getting nowhere at the lofting part of the seat.

Is there someone who can explain to me steps 67 up till 70 on the following link how this is done in Blender?


You don’t want to do it that way in Blender. He uses Spline Patches (sorta like Surface NURBS in Blender) which blender doesn’t have.

Add a Mesh >> Plane
In Edit mode X >> Delete faces Only
Select all verts and E >> Extrude Edges Only >> Enter.
S >> Scale them inwards a touch.
Select all, and change to Front or side view
Extrude >> Region downwards.
W >> Subdivide a few (3) times.
Add Subsurf Modifier.



Thank you it worked out very well!!

You can do this quite easily with blender CVS using an Array modifier followed by a Subsurf modifier followed by a Curve modifier.

This is the result I got from mucking around for about 10 minutes:
(the blend is at

The small object in the centre is a copy of the base object with the Array and Curve modifiers removed so you can see what’s going on. Basically that object is duplicated enough times to fill the curve, and then deformed by the Curve modifier to follow the curve that you can see selected. Vertices in adjacent duplicates can be merged so that subsurf gives smooth results.


To me that part of that Max tutorial sounds like Curve Bevel.

The image below will help explaining. Steps:

1 - Add -> Curve -> Bezier Cirlce
2 - Subdivide the bez. circle once, and give it the shape you want (here, a square with rounded edges).
3 - Add another Bezier Circle, this time is more confortable if you do it from the front or side view.
4 - Again, shape it as you prefer (here the profile of the chair).
5 - Select the first Circle you created, go in editing panel -> Curve and surface. See a field named BevOb. Enter the name of the second circle there.
6 - If the result is flipped inside-out, flip the shape curve.

And so there are many possibilities to achieve what one wants :slight_smile:
Thanks all

PR, i did find out the way you did it last night and i am also going to try the CVS option.

If i run into problems again i will post them in this thread!

Story continuous:

i am losing myself in detail here.

I cant seem to get the steps 113 till 116 right.
I tried to make it with a path and then followed by a shaped curvecirle but this gotta be done easier i think.

Any suggestions?
If not then i have to be satisfied with what i’ve got so far.
But i am rather curious how other people would do this!

If you want to use curve, in this case you don’t need to make the circle follow a path. Use the Extrude parameter in the curve panel. Steps:
1 - Add -> Curve -> Bezier Curve (give more control that the circle in this case)
2 - Shape the curve and then when you have only one “edge” open, press C to close.
3 - Adjust the Extrude parameter.

Thanks PR,

thats exatly what i was looking for!

And here we go again.
Trouble at the seat and back support.

i did this:
created a 3d Bezeir curve and then bevob: a nurbscircle.
Only it gets twisted at the toprounding and i cant get it right.

Any ideas?

If its any relieve …final steps are waiting so i hope i can close this thread but i’ve learned a lot so far!

Cool, I had forgoten completely about 3dtotal! Looks like they’ve added some fun new tuts since the last time I was there.
Back on topic, it sounds like you’ve run into the infamous twist flip problem to me. Here is a link to a thread with a bunch of helpful info on avoiding/fixing this very old Blender problem: fixing the flip

Thanks Kitsu, saw that thread but understood little of what they are saying.

I am going to try for some workarounds but still any help would be appreciated.
Otherwise it will be the first office chair with a floating back support!

Here I am again! Well, I tried it and it always flips. You can do this: make an half of it, up to the top of the arc. Duplicate it, then mirror it and convert it to mesh. Join the two objects - the vertices at the top won’t match. Select the two vertloops that should be connected and scale them to 0 along the right axis, then Remove doubles. Remember to set the Curve resolution high enough (30 or something) before converting to mesh.

Thanks PR,

going to try it.
That was hopefully my last question.
You ve been a great help!

See? Your chair won’t have any floating parts.

I thank you too - I didn’t know what to model in these days, then i decided to do a chair. It’s finished, maybe I’ll post it sometime.