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Saddle chair


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#1 Jaakko

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Posted 29 August 2017 - 09:36 AM

Hi!

 

Can someone show me the path how to model this saddle chair. I'm a long time formZ user but I haven't needed nurbz surfaces much.

What would be the easiest method? 

 

saddle chair.jpg

 

BR

Jaakko


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#2 Des

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Posted 30 August 2017 - 04:36 AM

Hi Jaako,

Have you tried subdivision modelling? You could trace a shape roughly over the saddle, subdivide and tweak from there..

Once you have the desired shape you can convert to nurbs if you like.



#3 FZnoob

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Posted 30 August 2017 - 05:59 AM

What Des said about modeling.

If FZ had a symmetry tool you would only need to model half of it.

Mapping it in FZ would be another story. The underneath with the staples would be a pain in the seat....



#4 FZnoob

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Posted 30 August 2017 - 02:23 PM

I just remembered something. I think in the "subdivision" modeling tutorials, there is one about doing a bicycle seat.

From what I remember, it's not exactly the same as this but it might help you get started with sub-d modeling.

 



#5 Tech

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Posted 30 August 2017 - 04:34 PM

Jaako, FXnoob, 

 

That is correct!  We do have a step-by-step tutorial for a bike seat!  It's not quite the same shape as the object in the photo, but perhaps it'll get you started!  :)

 

http://www.formz.com..._tutorials.html



#6 Jaakko

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Posted 31 August 2017 - 12:36 AM

Thank you all. Subdivision looks promising. I'll try that.



#7 FZnoob

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Posted 31 August 2017 - 06:01 AM

Jaakko,

 

If you can't get it let me know, and I will try to help you out with a few screenshots.

The only thing that makes it a little difficult is the hollowed portion on the bottom of the seat.

If that were solid it would be a bit easier.



#8 Tech

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Posted 31 August 2017 - 10:04 AM

After the outer shell is created, you could scale the shape down and Boolean Difference the two objects to get the hollow geometry.



#9 pipo

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Posted 31 August 2017 - 11:30 PM

Subdivision definitely the way to go....this just needs a very simple form to start with....simpler the better for a smooth result

 

I recently had to model this monstrosity for a furniture maker with a client who requested a piece in this 'style'

 

I initially baulked at the idea (thought it would not be easy) but this was pretty simple to model using subd.....took half an hour !

 

​Unfortunately I don't have the geometry prior to subd to show but it was very simple

 

t8wLg4S.jpg


Edited by pipo, 31 August 2017 - 11:34 PM.

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#10 FZnoob

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Posted 01 September 2017 - 06:11 AM

Nice work Pipo! You got the hang of it for sure.

 

On the seat, what I would do is start with a rectangle.

Inset the bottom face, and push it up to form the hollow.

Then start manipulating the geometry with the standard techniques.

This took me about 20 minutes or so just "eyeballing" it.

It's not perfect but is on the right track.

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  • saddle seat.jpg

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#11 Des

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Posted 01 September 2017 - 09:53 AM

Excellent work guys!

You know, it's posts like these where people exchange ideas, techniques etc. that keep me visiting this forum.

 

Des


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#12 kac

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Posted 01 September 2017 - 09:13 PM

As a work around for lack of symmetry you can use the non uniform scale tool to move points for your lateral symmetry and regular move too for the other axis.

It can be a little tedious but what I used to do in software that didn't have that feature.


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#13 Jaakko

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Posted 04 September 2017 - 03:09 AM

FZnoob wow! Great job. Haven't time to test this yet, but I will. The symmetry tool would be nice.



#14 Jaakko

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Posted 05 September 2017 - 09:43 AM

This is what I got after an hour. By practicing modelling time would be much less. As said Symmetry tool would be nice or a tool that forces the object to symmetry by click.

Thanks again to all for your advices.  :)

 

BR

Jaakko

 

saddle chair practice.jpg


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#15 FZnoob

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Posted 06 September 2017 - 05:54 AM

You got it Jaakko

 

kac: Yes I use that method all the time, but at times it is indeed cumbersome.

        Another nice feature found in C4D is the ability to select points or faces and hide them.

        That way they can't accidentally be selected. It really comes in handy when working on a complicated mesh.


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