How do I model a pattern like this?

Is there any tutorial?

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I ain’t going to say it’s easy, coz it isn’t (makes your eyes go funny). I did some modelling experiments myself on this a month back. I ended up cheating by manually retopologising an existing model which was similar. After creating the first diamond with the button in the middle-which is essentially mirrored in both axis, I then just used an array to duplicate it across and down. To get the curve around the corner from one side of the sofa of the other, I’d use a path for the array to travel on.

Maybe there’s someone here that could give you more detail - but that mostly it :wink:

I hope I won’t be laughed at, but if it were in 3Ds max I know exactly how to model this. That’s because 3Ds max has already been supporting N-gon (and it’s correct catmull-clark sub-d). Based on N-gon, 3Ds max can bevel edges and points without triangularize the surrounding faces.

The topology without sub-d is like this (modeled in about 10 min):

I was hoping that Blender artists (although BMesh is yet to come) has some other methods that doesn’t require N-gon.

which single pattern do you select to use the array for this?

i mean there are 2 different rows here at 180 degrees f each other


@RickyBlender: Sorry, I don’t quite understand your question, can you rephrase it? There’s only one pattern, isn’t it?

which basic pattern you make for using an array here

i mean there are 2 different lines here

so a bit confusing to get the basic shape for the array


@RickyBlender: As I was saying, I was using 3Ds max. And I didn’t use array, I just simply created the base mesh (which also can be easily done by Blender), and select every other vertex and do a series of vertex/edge move/bevel/poke.

i can do it without using array

not a problem but not that easy to get a symetrical smooth curvy model
might hvae to use some nurbs surface to better control the cuvring shapes here

but i was just wondering if there is any way of using array and which basic shape you use to do it !


@RickyBlender: Maybe one like this?

 / \
)   (
 \ /

I’m not sure if it’s what you mean or are looking for :

I obtained this from modelling this simple basic shape , (then of course duplicated it with a few array, then subsurfed it to round it)

With some tweak, it should look better of course, but i just made this quickly


basetestshape.blend (61.5 KB)

well thanks sanctuary
i’ll look at this model

but i thnk it is still missing some of the details
but it can be added or modified to look like the first post i guess!

have to see if it will make the 2 different lines with an array

i begin to see that only 1/2 the smaller circles are made to be symetrical for using the array!

will test that today


array seems to fit well i guess
but now need to slightly modify it so it looks like first post

did it here but i had to apply the array first before subsurf !

only thing is that the lines are not offseted like in first post!
and that’s the problem i was wondering how to do this difference!

is there a way to add a subsurf after or before array whitout creating holes in pattern!


In the array modifier, you have a “Merge” button :

Enable it and it should solve the problem when adding a subsurf with array modifiers not applied:

anyway you can think of having 2 differents lines as in first post !


Something like this with one line that seem to have a positive relief and one negative ?


basetestshape3.blend (61.7 KB)

on the model you can add some edge loops to accentuate the positive/negative relief effect

ok for the middles rows

but i was looking more at the last bottom row

that one is not like the other like if it was a 1/2 row

i guess you could add a row and may be remove some of the small circles to get it
it is a special row


I think i got it with indeed a separate row and the subsurf doing most of the job :


basetestshape5.blend (64.6 KB)

basetestshape26.blend (69 KB)

i change it a little

it’s a nice array application
simple but effective



here is what i was able to come up with. Its as close to your result in 3Ds Max that i could get and it does not use N-gons.

.blend file:

This might be useful for you as well Rickyblender :wink: