Does anyone have a suggestion how to model something like this?
Hi.
Whenever someone asks how to model this or that, there are usually several methods.
It occurs to me to start with a base mesh with the desired shape. Then create an array of parallel planes separated each by a distance similar to the thickness you want each platform to have, such that the array of planes intersects with the base mesh. Add Bolean to base mesh and set “Intersect” with the plane array. Add Solidify Modifier and set the desired thickness. Then different methods could be used for the desired deformation.
I suppose that with geometry nodes it would be possible to do something more automated.
On top of what @YAFU suggested, I’d start with some metaballs for the general shape
As for the defomred intersecting planes, I’d start with a plane
and then add the following modifiers:
-subdivision
-array
-displace (using a low frequency cloud texture, direction set to rgb to xyz)
-solidify
Result after boolean:
Attached the setup for the planes, the original shape had a too high density.
distorted cutting planes.blend (98.1 KB)
Well it’s a blender screen shot… and where did you get it?.. (original author…)
And Metaballs, multiple modified cubes to slice it, booleans… displace modifier… no the last is not so good… for a start:
Or this