I tried two methods. One, using splines I made a spline of the shape of the baseboard, and a spline of the shape of the room. I then used the shape of the baseboard as the bevel object of the shape of the room. The other way I did it was to make a face with the shape of the baseboard and then just extruded it like a piece of wooden stock, no splines needed.
- Find a picture with the shape of the baseboard that you want. Press N to get the 3D View Properties menu. Find the Background Image panel. Check the checkbox and then add your baseboard image. Press Numpad 1 for the front view and press Numpad 5 to get an ortho projection. You should see the baseboard image now.
Press Shift A to add an item, choose Curves from the popup menu and then Bezier from the secondary menu. In the Tool Shelf on the left side of the 3D View, in the Add Bezier panel, check the Align to View checkbox. Now you should see an orange curve in the 3D View.
Press Tab to get into Edit mode. Move the left hand control point to the top of your baseboard image. There are 3 dots to each control point. Move the center of the three to the top of your baseboard image. The other two connected dots are your control handles. They control how the the curve approachs or leaves the control point.
Now move the second control point to the other end of the curve coming from the top of the baseboard in your reference image.
For both of the control points there is one control handle that is pointed toward the curve with the arrows. That curve is the path of the Bezier(Bez zee yay!) curve
Select one of the control handles that point toward the curve. Press V to get the handle menu. I choose Vector because it sets the control handle to point the curve directly at the other control point. That’s a good place to start. Now choose the other control handle that points toward the curve. It’s connected to the other control point. Press V and choose Vector again. You’ll notice that the Bezier curve is now a straight line between the control points.
Now you can gently move the control handles so that the Bezier curve approximates the curve in your reference image.That section of the curve is done.
Now you need more control points. Make sure the second control point is selected. Move your cursor to where you want the new third control point. Press Ctrl and the LMB (Left Mouse Button) to make a new Control Point. Set the control handles pointing towards this new section of the Bezier curve to Vector, and then gently move them out so that the curve approximates the curve of that section of your reference image.
Repeat this and work your way to the other end of the baseboard profile. When finished, press the Tab key to return to object mode. Name the curve Baseboard Shape.
Now Press A to deselect all objects. Press Shift A to make another Bezier Curve. This one is the path of the bottom of the wall.
Get into Edit mode. Use the Ctrl + LMB to make control points at your corners of the wall. In my test, I worked counter clockwise. Once you have all of the corners done, press A to select all of the points, then press V and select Vector. The walls are straight and you do not need to do anything more to this Bezier curve.
Get back into object mode. In the Data context of the Properties panel,(button shows a curve with vertices at the end) Click on the Bevel Object button and choose the Baseboard Shape.
You should e able to figure out how to modify this for your own use.
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Get the Front view, Ortho mode with your reference image. Press Shift A and choose Plane. Check the Align to View checkbox in the Tool Shelf. Go into Edit mode and delete one of the vertices. Now place the other vertices along the curve of your reference image. Use Ctrl + LMB to make more along the curve of the reference image until you are done. Then select all the vertices and press F to make a face. Then press E and extruce the shape along the Y axis. Now you have a piece of baseboard molding. You can cut it or stretch it to length.
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To do a vase test, I used the same basic shape that I did in 2). But instead of extruding it, I used the Tools tab in the Tool Shelf and chose Spin. I made a 360 degree spin with the axis 0 x, 0 y, 1 z. I adjusted any off-centered ness by moving all the vertices in the proper axis.
I hope this helps. Attached is the file I made while working through the steps.
baseboard2.blend (473 KB)