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View Full Version : Tapered Helix tutorial



Kuzey
11-20-2010, 07:09 AM
In response to this thread (http://www.newtek.com/forums/showthread.php?p=1080445), I thought I'd do a quick little tutorial :hey:

http://kuzey3d.blogspot.com/2010/11/tapered-helix-tutorial.html

Kuzey

JeffrySG
11-20-2010, 07:35 AM
Nice solution, Kuzey!

It would still be nice if we had falloffs for move plus or point normal move though. It's nice that we have a few options to get there if needed.

Kuzey
11-20-2010, 10:51 AM
Haha....yes indeed...those would be very nice :thumbsup:

The good thing about LW, you can always get there in the end...well....sometimes :D

Kuzey

TripD
11-20-2010, 12:32 PM
Nice. Maybe I misunderstood his question then. I though he wanted the path of the columns to bulge, but to maintain a cylinder along the path.

Kuzey
11-20-2010, 12:57 PM
Nice. Maybe I misunderstood his question then. I though he wanted the path of the columns to bulge, but to maintain a cylinder along the path.

That would be my lack of experience with rail extrude showing through...I tried it with the oriented option ticked, but it came out funny :D

The good thing about the Move plus tool, is you can resize parts of your object, without using the stretch/size tools and worrying about what action center mode your mouse is in etc.

Kuzey

TripD
11-20-2010, 06:49 PM
Nah.... I was sweating bullets just now. Took me a bit of fidgeting to get it right. But I think I figured out a good tip. Use splines with lots of points.

I used an 80 point spline for a rail extrude with 20 segments, and it worked out pretty well. Had to spend time bending the end points to point straight up and down to make the end caps more horizontal.

JeffrySG
11-20-2010, 07:10 PM
Nice. Maybe I misunderstood his question then. I though he wanted the path of the columns to bulge, but to maintain a cylinder along the path.

You might be right but isn't that kind of what he had already? I'm not sure what he was actually asking for now either.... lol

TripD
11-20-2010, 07:47 PM
That would be no surprise if I completely misunderstood. Wouldn't be the first time I opened my yapper without knowing what the h*ll I was talking about! :hey:

Kuzey
11-21-2010, 04:28 AM
Haha......to be honest, I got the idea from seeing Jeffry's morph solution...it was one of those light bulb moments.

I just presumed the bulge was supposed to be in both the overall shape and in each individual column.

Anyway....it's all fun :D

Kuzey

XswampyX
11-21-2010, 05:25 AM
Thanks for the Tutorial. I had a go...

It took only five minutes.

cagey5
11-21-2010, 05:46 AM
My take is TripD has it right. The original attempt had the columns flattening into a ribbon where the bulge formed. TripD's solution maintains a cylindrical shape along the path.

Kuzey
11-21-2010, 01:01 PM
Ok...here is a different approach....with a minimum amount of distortion:

helix-tutorial-part2 (http://kuzey3d.blogspot.com/2010/11/helix-tutorial-part2.html)


Kuzey

adhesiveX
11-21-2010, 04:27 PM
Thanks for the Tutorial. I had a go...

It took only five minutes.

Cool render!

TripD
11-21-2010, 07:41 PM
It's inspirational to see how much you contribute to the LW community Kuzey. :thumbsup: btw,... I didn't intend to hijack your thread.

Kuzey
11-22-2010, 04:20 AM
Haha...no problem, I enjoy the back and forth...it gets the brain cells working :thumbsup:

The good thing about keeping the polygon level low....you can then do crazy stuff like this :D

Kuzey

erikals
11-22-2010, 05:21 PM
sort of similar :]
http://www.youtube.com/watch?v=i62eAIBQTkU

Kuzey
11-23-2010, 04:28 AM
Interesting....I haven't used those tools much (rounder and airbrush) :)

What would happen, if you detached the thinner group of polygons and applied rounder to them separately and then reattach them ??


Kuzey

Kuzey
11-23-2010, 12:12 PM
Hi Erikals,

I attempted that idea of mine, but it didn't work...the smaller section is too small.

Then, I tried a new approach...see the video :hey:

Kuzey

erikals
11-23-2010, 12:40 PM
it would work, but you'd need to do some manual cleanup.
(edit: checking vid)

erikals
11-24-2010, 10:50 AM
ok, new video up...
http://www.youtube.com/watch?v=reKic6-x7mc

Kuzey
11-24-2010, 02:03 PM
If you want to use Rounder all the way up to the end points, you need to cap off the ends, or it doesn't work and might even crash Modeler. No need to extend the ends further....just to get rounder to work on the section you want and it's a less of a clean up afterwards :D

This airbrush and morph to background stuff is interesting, I presume it won't work if the polygon count or shape is different between the two?

Kuzey

erikals
11-24-2010, 02:09 PM
that's right, polygon count must be the same.
the shape can be distorted, but the polyflow itself must be the same.

Kuzey
11-24-2010, 02:19 PM
Shame....I was seeing some uses for that...maybe in Core one day :D

Don't forget, try Rounder on a closed/capped object...it'll work on the end points as well :thumbsup:

Kuzey