I need help I have used blender before but not enough that i could do anything good with it. I am starting up again because i am making a new 3d game. All my models need to be low poly but i thought i would practice modeling in blender first. My current task make a pipe such as this one here on TurboSquid. The problem is, is that i cant seem to make a bend in the pipe. like a corner, yes i can extrude the top and rotate extrude the top again and rotate and keep doing that but i feel like there is a much easier way im new to this stuff. So if someone can tell me how to make this it would be great.
start with a circle place your 3d cursor just of to the side hit the spin button in the tool bar and in the operatour panel type 90 degrees then simply extrude the end loops to get the lenth and model on the flanges. make sure the view of the circle is side on or the spin will make odd shapes you can always ctrlz if your cursor isnt quite in the right place.
or go to preferences - addons-mesh- extra object activate the addon then under the add menu choose extra objects-pipe joints
Yeah i did it finally!!! Here are the photos of it. The first two are using the spin function Small Troll said and the last is using the Torus function Lommbard said.
Thanks
So i have another question it deals with curves still. How would you go about making this one the one on the right. At the top there are little waves that i don’t know how to make. Is this to advanced for some one like me?
It’s not too advanced, in fact it’s all about tricks, try this by example :
Click on Add -> Circle
Press F6 and at “Vertices” change it to 17 (seems there are 17 indent on your photo)
Select all, then on the toolshelf press Subdivide (or press W -> Subdivide)
Hold Shift and right click on the top vertice 2 times (one will deselect and the other will reselect it but will color it white, meaning it will be the “active” vertice)
In the bottom menu, click on Select -> Checker Deselect (no need to press F6 to change its setting, the default one are fitting)
Then press S and scale roughly like this
Select all and again press the Subdivide button.
Hold Shift and right click on the top vertice 2 times to remake it the active vertice (active vertice is used in the Checker Deselect function, that’s why we do this)
Again, click on Select -> Checker Deselect , but now press CTRL+I to invert the selection (or Select -> Inverse)
Then press S to scale a bit like this
Now select all again,
Hold Shift and right click on the top vertice 2 times to remake it the active vertice
then press Select -> Checkered Deselect
Press F6 and change “Nth Selection” from 2 to 4 then press CTRL+I to invert
Click on Subdivide
Select all
Hold Shift and right click 2 times on this vertice (not the top one this time) to make it the active vertice
press Select -> Checkered Deselect and press F6
Change “Nth Selection” to 6 this time
Press S and scale roughly like this
(note : since the beginning i used the Select -> Checkered Deselect to show people how it works, for complex model it’s usefull, but for simpler one you could go faster selecting vertices manually)
Now select all
Press E to extrude and press Z to constrain it to the Z axis
Press S now to scale roughly like this
There i’ll make an Ngon, by pressing F
Select All now and press CTRL+N to recalculate the normals or click the Recalculate button on the toolshelf (as some normals may be inverted and would confuse what’s coming next)
Select again the ngon face at the bottom.
Press CTRL+B to bevel, not too much, roughly like this
Select again the ngon face and either use the Circle button of the Loop Tools (addon you need to enable first if you don’t have it already) or press Mesh -> Transform -> To Sphere and type 1
Scale the ngon face a bit
Press I to inset that ngon a bit (to avoid some nasty artifact if you add a subsurf modifier after, ngons and subsurf not being playing well together)
Now back to the top view of the bowl , hold ALT and right click on one of the top edge to select the whole boundaries
Press E then press S and scale your extrude roughly like this
Use the Loop Tool “circle” button or click Mesh -> Transform -> To Sphere and type 1
scale a bit if needed
Go into Face selection mode (or press CTRL+Tab -> Faces)
Hold TAB and right click on one of the top face to automatically select all those faces :
Press I to inset +/- like that :
That should be all,
You can now give the whole thing some depth (or try the Solidify Modifier if you wish) and add a subdivision surface modifier to round it nicely
Or playing a bit with the boundaries edges :
WOW that is beyond helpful Sanctuary! I’m busy right now but tomorrow I will try and tell you how it goes. Once i complete this i am going to make it low poly than because these are all little things that i will need to know when i start making models for a game. Thank you for taking all the time on taking them pictures not many people would do that (that i would know).
Oh now your just showing off…