In this video, develop the chair by using a mesh plane. Use symmetry, redirect the faces to round the mesh, extrude the plane, separate the mesh, redirect the back to body, and finally crease the edge.
- [Instructor] We're now going to take a look at developing the back and seat of the chair. So let's take a look now at the reference image. We're going to take a look at the side and front image of these chairs here to get a basic view of the size we need to make. So the first thing I'm going to do is use a Nurbs square here and just draw out the width and length. So I'll draw a rectangle to cover pretty much the top and bottom of the chair and do the same thing on this side here.
So let's go ahead and take this curve here and pull it towards the middle. You can use also the Align tool. So let's go ahead and use this align command, and I'm going to left click and hold. I'm going to look for Align Vertical to Center. Just hit zero and enter, and that's going to pretty-much indicate where the top and bottom of the chair is. We also might want to pull it up a little bit. So I'm going to pull this up, pull the height up a little bit.
Okay, then from here, we can start to use some Nurbs curves here before we build our T-spline mesh. Let's go ahead and use the Interpolated Curve tool. It's the second one over in our menu. Let's go ahead and start to draw it out. Again, we'll use the basic shape of the chair, so we'll pull it out until we get to this area here. And start to pull it back in.
Get the second point close to the other one just so we can do a tight turn. And from here, it's going to go back up. Then back across, just like that. It doesn't have to be perfect now, you can always adjust it later. So what we need to do first is select the curve and pull it back.
And now we can use the control points to adjust the shape. So if you look in your menu, let's go here and turn on Points On. So left click. We'll take some of these points and start to adjust them so they're nice and even. You don't want any zig-zagging points. If you feel like you don't need certain points in your scene, you can just select it and delete 'em. And now it's a little more simplified.
We'll take this point, put it below the guide. We'll take this point here, start to pull it back. Try to retain the circular direction of the curve. This one you can start to pull it back like this. Then this point, pull it all the way to the front.
We can actually pull this part of the support a little farther back. And do the same with this one here. Okay, everything looks good. I'm going to go ahead and get out of Control Points. So just simply go to this same icon here that we clicked on earlier and just right-click to get out of the points. Switch now to Perspective and let's look at our curve.
We can now take this curve here and we can use the Gumball's extrusion to pull it out. Again, while you still holding the left click, just hold down Control and now you have the ability to extrude it as a surface. Again, the length is not important. You can always readjust it later. What we want to do now is center the object.
So we'll select the plane. We'll realign it towards the center of the X axis. So we'll go back to the Align tool. Let's go ahead and align it with the Horizontal Alignment tool. And hit zero enter to align it straight. While it's still selected, use the Gumballs Rotation. First move it, then hold the Shift key to stay orthographic.
And now you can rotate it this way, and we can take a look now at converting this into a mesh. What you want to do first is you want to duplicate the edge on both sides. Let's go ahead and do that. We use the Duplicate Edge command. And now let's go ahead and select both edges. We'll select the plane and delete it. Okay, before we loft these two curves into our mesh, we need to first rebuild it.
Let's go ahead and do that. Let's select this curve. Shift-select the one next to it. Let's go ahead and type-in Rebuild. We can go with a number, right now it's seven by three. Let's change it to something like eight, with three degrees. And now let's go ahead and type in Loft. We'll go with its default option, which is Normal.
Just hit Okay. Then from here, let's select our surface. And we're going to use a Convert tool, which is right here on the T-spline section. Right now it's a T-spline. So let's go ahead and turn on our T-Spline hud. We'll hide everything else. So let's go ahead and maximize the Hide icon. And we'll use the Invert Selection tool. Select the T-spline mesh.
We need to select all the faces, so let's go ahead and draw a bounding box over it. Let's build an edge right along the middle here. So use the Insert Edge Loop tool. And from here, let's go ahead and select the faces once again. We'll select all of them using a bonding box. Then from here, let's go ahead and select the Subdivide Face icon.
And now we can round off the edges of each corner. We'll select one corner and just hit Delete. We'll switch to this face here and delete as well. We'll do the bottom two here. And now when you switch over to Vert mode, we can select each corner here and weld them together. So we'll select this one and shift-select the one on this corner.
We'll go up to the Weld Points tool. And do the same thing on the other corners. So select one point, shift-select the second point, and then draw the Weld Points command to connect it. Go ahead and grab the two points at the bottom here. And finally, weld these two points together.
Looks good. And finally, what we'll do is we will establish some symmetry. So back to Object mode. We'll select our Object. We'll go to Symmetry. Let's Discover. We'll use Axial. And then just select the middle edge here to make sure that we are working with a perfectly symmetrical mesh. Okay, now let's shape this chair just a little bit. And to begin doing that, let's go ahead and turn on the Verts.
We can grab some of these points here on the top left. And we'll use the Gumball and just move it along towards the side. You can see that the other side is starting to apply. We can grab the two points on the bottom left here and just pull them in a little bit. And I'm going to do this to the rest of the chair and develop the form some more. And when we come back, we can start to develop its body.
- Workflow and pipeline overview
- Using primitives and mesh planes to build models
- Extruding surfaces
- Blending the mesh
- Extracting faces for ZBrush
- Adding mesh detail in ZBrush
- Converting meshes to NURBs in Rhino
- Finalizing the model for 3D printing
- Sending the model to the printer
- Post-printing cleanup