m trying to create this dynamic path where the path is expending in the middle and going back to the same width. i tried using scale but the borders are also scaling and creating not clean path
I would use a subdivision modifier and support loops.
First make a u shape.
select the faces on one side.
Move them out.
Then Select the faces on the other side and move them out.
I also added another support loop after moving the walls out so the end opening is flat (3rd from the right)
This is the same thing without viewing the subdivision in edit mode:
Or you can model the U shape like this to conserve the curve on the outside and do the same:
donât model that border (the thickness). delete it and add the âsolidify modifierâ. in other words just model one side of your solid object.
so now the solidify modifier will always happen after your modeling!!! and doesnât get affected by scaling and moving the vertices, and you have less modeling to worry about
and itâs a live non destructive modifier at anytime you can change the thickness if you change your mind too.
if it doesnât look nice in some place try the âeven thicknessâ option in the modifier
when happy with the result you can apply the modifier
if you think it doesnât work cause the top is curved and the bottom is flat. when you apply the modifier. you select the lower faces. scale then to 0 with median point which will flatten them. and move them where desired.
Good point, you would have to mark some sharp edges, for shade smooth (or use auto shade smooth)
I find actual support loops more controllable, but yes destructive.
@DNorman good point for that simple example and time saver. modifier are powerful but stupid.
if the model gets complicated it will not work and what you showed is a nice course in advanced modeling hope he will keep in mind too
THANK YOU! need more modeling work but thats pretty much solves it
I think in this case cgPixelâs idea with the solidify modifier is the best, you just need some way to sharpen the flat edges at the top. There are many ways to do it, here I used a bevel modifier. The modeling is actually more simple, thank to the solidify you can use scale to scale out the round bits, so no need to pull them out separately.