I've lost it. Cannot even manage to make a wardrobe without failing.

I have been trying to model this.

I always end up with nonmanifold elements and I can’t even think straight because of my depression. It is just making me angry so I can’t do it by myself. I don’t even know if I can understand an explanation atm. But I appreciate all the help I can get on how to model this wardrobe in an easy way.

Add a Cube and scale it so that it resembles the side board of that wardrobe. Add another cube and repeat the process for every part. In the end you can (but don’t have to) join those cubes together and add a bevel modifier.

Can’t tell where and why it went wrong and how to fix it without your file.

Failing is good, not learning from it is bad. Plus we’re not talking about the weather, polygonal modeling is much more complex subject.

One way of helping self when overcoming first steps as one starts to learn about comprehending artistic skill is to think ahead by planning, projecting thoughts… draw the idea on a paper. :slight_smile:

Show us your file. Don’t try to model the whole thing, model it piece by piece as different objects.

Attachments

Wardrobe.blend (333 KB)

Yeah. I think that’s the path of least resistance. Try constructing it as if it was a literal “flatpack”. Make the sides/doors etc from simple cuboids.

Seeing as it’s a symmetrical object you can use a mirror modifier to speed things up.

Be patient with yourself. If it is starting to get stressful, then that might be the time to take a break and do something else.
It’ll be there when you get back. :slight_smile:

OK! I think I understand.

Yes, it is true. I need to learn from my mistakes and funny thing is I have met this problem before and finally solved it. I have taken a look again at my model. I think the problem is with the bottom. If I extrude the bottom instead of putting a face over it, the non manifold problem disappears. But now the faces are not connected and the extruded part is overlapping the faces that surround the sides.

Never tried drawing, because I suck so much at drawing, but I will give it a go someday.

Yea. I did try to model the whole thing right away. Maybe that is why it became like this. I am embarassed to even show the model, cause I know it is a simple problem and I could solve it if I were more patient.brimnes.blend (466 KB)

I will try again today from scratch. Thank you

It would be simpler when thinking modeling like describing surfaces of solid objects. Each mesh element (vertex/edge/face) you have needs to be part of one such surface, not several.

Tried to explain it in this but perhaps it’s too much


The geometry is connected, so you’re describing a surface of a solid, like a potato, it’s just carved to look like a wardrobe. All good front and back, top and bottom.


But when looking inside there is geometry that is not used to describe that surface, the object is already covered with polygons so these are extra and break the surface because they’re connected.

You could carve the whole wardrobe from a single potato. It’s virtual so there are no problems getting insides hollow without breaking the outside. Or you could model multiple solid objects, like wood planks and sheets, and then use those to assemble a wardrobe.

I don’t recommend modeling it like this, but this is what it would look like as one solid and with manifold geometry. I left the front open so it’s easier to see.

Thank you JA12. I understand much better now, but that maybe is because I have felt so much better these last 2 days, so now I can work properly. I have made a lot of models now without any fail. Feels great. :slight_smile: