For example, I’m trying to model a claw machine, and for the window I want the corners rounded but I can’t figure out how to do it… (such as the one in the pic) is there any good tutorials that show how to do it? I also don’t know how to make an object curved like I’m going to need for the claw
There are many ways to go about this, but the simplest way is to just make number of loop cuts near the corner and use Subsurf modifier to do the job. Don’t forget to add “Set Smooth” to the object.
I did try using the subsurf and yes i do use it a lot, but I couldn’t get it to work for the rounded corners in the window. I like how yours turned out edirix… that’s about what I’m looking for! I did loopcuts around the edge, but I added more for the panels as the window panel is inset just a little bit from the edge, then there’s the window with the rounded corners. I tried separating the one panel for the window so I could edit that by itself without it affecting the rest of it but that didn’t work very well either. thanks for the link Richard I’ll take a look at it!
The best way to model the claw is with curves. Check out the Blender tutorials. A Bezier curve, converted to a mesh and extruded, will do nicely. You can “cut a hole” in the shape as well.
I struggle with getting the curves to work for some reason… I’ve even looked at some tutorials but still couldn’t get it down. do you know of a good one in particular that I might be able to use to figure it out right?
Is there any way to add a small bump upward then back downward where the curve is? If you try to extrude, scale, then extrude again you will end up with a square bevel, not nice and round like that one.
Unfortunately the LightWiki is still down.
But here is a link to my tutorial on modeling with Sub Division Surfaces. You’ll find the basic info you need in there to model anything.
http://richardculver.com/resources/Fundamentals_of_Subpatch_Modeling.zip
Okay just to state the obvious, you know there is no such thing as a real curve in 3d. Everything is made up of straight lines. Curves are just lots of straight lines. The more straight lines (the more subdivisions) there are, the more it looks like a curve.
I got the window to work I just started over with that part and I got it quite easy… I just screwed the mesh up real bad but I got it all fixed. But I am currently working on the claw part now which I’m not sure how to do. I added a curve and I used the bevel but I don’t want it in that L shape. I want to shape it and so far I see nothing on there but for the bevel
Please … for your sake and for ours … do take the time to actually review all those tutorials on curves and curve-based modeling. Answers to questions like, “what to do about that ‘L’ shape,” are … believe it or not … “just a keystroke away.”
Trust me on this: I am not making fun of you in a public place. It is, in fact, very tempting to “smash your head against a perceived problem until it gives way,” but there is absolutely zero pleasure to be gained from discovering (as I have discovered myself, so very many times…) that the answer you were bludgeoning was … right there, all along.
Hit the Pause button on your earnest efforts … actually go through the BlenderWiki … then hit Resume.
for this type of model I would NOT use subdivision modifier at all.
Rather start at the base with a rectangle and place 4 rings into each
corner. then delete most of those rings so you only have 4 1/4 arcs left.
also keep in mind how this thing is build in real life - this will help
splitting the mesh parts.
If you make use of the mirror and solidifier modifier you can save yourself a lot of work
Blend File Here
tmcthree
ah I would say you are slightly wrong here.
Polylines are the segments of polycurves
but NURBS curves are smooth and do NOT have many many straight lines
Ah I’m (very) old-school you see, you can keep yer new fangled nurbs.
(although in my defence aren’t nurbs still tessellated at render time?)
yes of course they are, nurbs cannot be rendered it is pure math
this was in the past sometimes an issue with Maya and crack openings between NURBS patches.
back of the net!
Here’s where I’m at so far with it… I also posted it in the works in progress but in case you don’t see it there… here it is!
And to cek… I never even knew about any ring thing! what’s that all about? now I gotta learn that trick… lol!
did you take a look at my blend file I posted?
no actually I didn’t even notice the link there… but I will, thanks!