- 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] Coming up next we're going to build a pulley wheel, the method here will be similar to building a car wheel, just nowhere near as sporty. Now the strategies we will be using is we've got some reference or axis lines in the scene, those are the red lines you are seeing. We use those for aligning stuff and mirroring so they are actually pretty important we are also going to build a couple of construction curves along the way and another thing I am going to mention here up front is I'm going to try to avoid joining stuff unless I absolutely need to, we'll talk about that as we get closer.
I'm going to start doing the profile this pulley wheel in the right or side view. We've got this nice grid here let's use it. I don't use it very often but we can snap to it to build things quickly and easily. Let's go to grid snap here at the bottom turn that on. And we'll just start off on the standard menu here with a very simple poly line. I'm going to go over an maybe just snap here at the center snap to the grid and come up a little bit that looks good to me.
Now we are going to give this some thickness, I could have kept going I just wanted to show you another option here for getting uniform wall thicknesses. I'm going to select this line, going to go to curve tools and then one of everyone's favorite commands the offset curve so we are going to come over just a little ways there I think I've got mine set to ten. So I'll leave it there but this capping option is really cool a lot of people don't even notice this. By default it will say none this time I'm going to put flat so you'll see what happens as soon as I click in the scene it gets a nice cap there, unfortunately it also capped right here.
So I'll show you a great way to get this piece out while everything else stays joined sort of. So I'm going to select that object, go ahead and click explode now it is six separate pieces obviously. So I just want to deselect that part I want. I'm just going to hold down control and picking that little piece in the middle. Now with everything else still selected you can hit join command j or control j with the little puzzle thing on the side, so now this piece should be floating in separate and the rest should still be joined so lets get rid of that middle piece there I'm just going to highlight it and hit delete.
We do want to keep this thing symmetrical, let's go ahead and mirror that. So I am going to select it first go to transform, mirror. Now since we've got the grid snap on this makes our job really easy so we can just snap on these two points. If you've got your grid snap off this is why I like these red lines in the scene I can just snap from one end to the other end and I know it's going to be accurate. So assuming that's accurate these should join up. I'm going to select both of them I'm hitting shift or you can just draw a box around both of those guys simple join which is the puzzle piece or command control j.
Alright so that is the pulley track here at the top, lets do the hub section where it goes around the axle. Instead of doing the one side and mirroring thing lets try a little different variation. I'm going to go to rectangle, which a lot of people use but forget to look to look at the command line. There are some cool options here. I'm going to try the center option. Zoom in here and try to snap on the axis as I come out and away it's perfectly centered. Really handy.
Okay, I am putting it away from the axis line that's going to give us the hole in the center. So I need one more piece of geometry for the face between the hub and the pulley track, we will do the same thing here with the rectangle, make it centered I am going to kind of eyeball here in the middle I'll probably be off and I will also need to do some additional adjustments. Just go ahead and click right there. I'm going to go a head now and just turn off the grid snap and highlight the curve we just drew.
Turn the control point on which is F10 for PC or you can just click on this button here points on points off. So this is really handy just getting stuff in the rough general position then with control points you can use the arrow nudges if those are set or you can just kind of draw these down. Now notice it's snapping to whatever my o snap is set at. So I have o snap on, looks like it's doing intersection n maybe it's a perpendicular, you can turn that off temporarily if you just hit alt while dragging these guys.
And highlight them again drag them down, hold down shift so it goes straight and then hold alt at the same time so it just goes right by any of the typical o snaps. That's a lot of stuff happening at the same time. But that is the general idea you can use alt to turn off o snap instead of coming over here the typical way of selecting disable or deselecting all the settings that are currently active. Now this gets back to my overlap technique I've got all these parts and they are not accurately as far as stopping and starting and being joined as one continuous piece.
So now you are going to see why, I maximize perspective view let's give us a little room here zoom out so I'm going to select those four sets of poly curves we just drew. And the basic revolve is under surface revolve. I'm going to give it the axis here, I've got the red lines to snap to. Very handy and also when you do a revolve you are almost always going to be full circle or 360 degrees so I just go up there and click the short cut. Now there is a really cool wheel. So I said I would tell you why I didn't join those.
If any of these pieces need to change I can just delete the whole group of surfaces or just a single one and make a change to the curve there, maybe the hub is too thick or it's not wide enough whatever, just change that one little surface and then just come back and re-revolve that. There is another thing happening here, I'm going to go ahead and duplicate this geometry copy paste and move. So there is two other options in your overall workflow and it depends if you are going to proto type or render. If I was rendering, no ones going to notice these things are overlaying and I can make them different materials.
So I would just leave them as is, it would be fantastic. And during rendering if you just have these all the same color or material they are going to look like they are joined so it's not a problem. Then you have that opportunity to go forwards and backwards and making changes, but if I was going to go ahead and prototype as you know this needs to be one enclosed single surface or poly surface. So you just go ahead and I can make an additional copy, even put it on a different layer if you want to stay really organized and then we just use the solid tools and bullion union.
So now that's a single piece because I was going to prototype. We've also got stuff that is separated because I may want to render or keep working on it. So the strategies shown here can be very fast and effective. Remember to start with curves and get as far as you can without joining them.
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.