- Building and detailing a space helmet
- Making a flexible duct
- Building details on round pipes
- Modeling organic objects
- Using the SrfSeam command to move seams out of your way
Skill Level Intermediate
- [Instructor] In this next video we take our taco shell from the prior lesson and explore further tips for organic modeling and detailing. Little background strategy first. As you know, nerves are very clean and precise. However, they can lack organic detail or the variation that makes things look more real. So the solution would be, is to mess things up. So therefore what I usually will do is, just in case I don't like the direction, a great tip is to make a backup copy, any geometry, before you go through the process.
So zoom in here. It's pretty simple to have a backup copy. I'm just going to pick this piece of geometry and then copy and paste. I used control C and control D. There are two copies right on top of each other. So I'm just going to take one of those and then come over to the layer here, right click, Change Object Layer. It's now in my Storage. I can get it in the future if I change my mind or need to backup a lot of steps. I'll just turn that layer off so we should have just a single copy of it right now.
The second backup copy is on my Storage Layer. Let's evaluate our service and kind of decide how we want to get started. This looks pretty clean and we can kind of verify what's going on by turning on the control points for the surface. Shortcut is F10 in Windows or we can come over here to the points on and you might notice something kind of interesting here. The series of control points have a rough cage that extends way beyond this shape.
It's an important thing to realize, Rhino remembers the original geometry that was formed even after it's been trimmed. So that's what we're seeing now. The control points go way out here and they hit this curve which was part of the original loft. It was an end curve, a middle curve and another opposite end curve. So that's what Rhino is remembering, it's original geometry before it got trimmed back. So if we decided we don't need to backup at any point we don't want to untrim, we just want to shrink this cage of points so it's a lot tighter, so we have more control points to kind of edit and massage.
So the way we do that is under the Surface command. We have at the very bottom Surface Edit Tools then Shrink Trimmed Surface. So this may a new one for you. That's not used very often but when I click on this shell and then right click, notice how the cage kind of collapses down so this is not untrimmable but we have the backup on the Storage Layer. So that's the first part. Now if I want to move some of these control points, they're pretty widely spaced and any nudging or massaging is going to be kind of a large variation.
I want to make this a little bit tighter. I really like a few more Us and Vs or rows and columns up these control points so I can add some smaller variations and details into here. So that's pretty simple also. We're going to go to Edit, Rebuild located right here on the bottom. We're going to select this surface, right click and... I've done a little bit of experimenting. What I recommend using is, you can either double or triple it depending on what you're doing. Right now it counted five control points in the U direction.
I'm going to try 12, that's quite a bit more and V direction, I'm going to jump up to 16. So I can see what's happening right here now. It looks like that should give me enough control points to add this variation. With that being changed, just go ahead and click OK. Okay, with those rebuilt we now have a nice closely spaced set to make some of these smaller organic details we've been talking about. So you might want to zoom in here and maybe just pick one. This is actually not all useful, just dragging it out.
It's only coming out to the construction plane and that's kind of out of alignment maybe a pinch or twist, so I'm going to hit control Z to undo. So that's a little bit limited. You may even come over to one of the side views. That may give you more control to pull away. However, I'm going to show you a really cool tool that will make this far easier. So we're going to turn on the Gumball which is down here on the lower edge of the interface and anything selected gets this little manipulator.
So we've got directions which are the arrows and then these arcs which can help us rotate. So that helps you move things a little bit better. They're moving out but it's also still aligned to our xyz space. You'll notice we're on a piece of curving geometry. It's here on the front view but we're only allowed to pull it horizontally and vertically. Not very useful. I'm going to move it back with control Z and we're going to access a really cool feature of this gumball. If you can find the little white menu ball, I'm going to click on that guy.
It's accessed some of the options so right now the xyz is aligned to the construction plane. That's why it's kind of flat and square. We're going to switch this to Object. Notice how that guy rotates. So if I'm going to pull that control point, straight in or out, I can just grab the blue arrow and that went up exactly perpendicular to whatever the surface is doing at that particular point. I'm also noticing I'm kind of flipped around backwards so we can do one little thing here.
I'm going to go over to the Direction commands in the main tool bar here. We're looking for the arrow up icons, click on that. We're going to select this surface, right click and you can see exactly why the arrows point in the direction it was. That's kind of the current surface normal or where things up is. Simple to fix, we can just click anywhere and it flips the opposite way. So I'm going to right click to accept.
Now when I select on a control point, you'll notice that the out or normal direction is in agreement to what I think it should be. So that's kind of fun, let's pick some in other direction and notice how that guy flips around, so you can push in or out. It's always perfect. You need to pick multiple points. I'm going to pick point here and with the shift held down, you want to zoom into shift, pick another couple of points, you've got four there so this gumball then kind of approximates the average of all four those, so you can pull in larger groups with them in or our to move any direction you want.
Let's go ahead and deselect turn off and then it escaped twice, turned off all the control points. And I'll wrap it up by saying these techniques will really help make organic objects look far more realistic. If your design is organic like a character or a creature and less like a metallic extrusion, then it's always worth your time to give it some massaging and help it relax.
Q: Why can't I earn a Certificate of Completion for this course?
A: We publish a new tutorial or tutorials for this course on a regular basis. We are unable to offer a Certificate of Completion because it is an ever-evolving course that is not designed to be completed. Check back often for new movies.