Adding fine details

Hello fellow blender users,

Just started using blender a week ago, just having fun playing with it.

Currently creating a Olympic barbell, everything going fine till i hit this issue :yes:

How do i add these fine details:

Thanks

Attachments


If you need the detail modelled, here’s an example

  • In Object Mode, add a circle object

  • Go to Edit Mode, select it press E (to extrude) then Z (to extrude on Z axis) and type 4 by example (4 blender units), then press ENTER or left click

  • select all (press A) and press CTRL+N to recalculate normals (blender likes to extrude with inverted normals unfortunately)
    http://i.imgur.com/AETdj2u.jpg

  • Now move your mouse cursor on the mesh and press CTRL+R to add some loop cuts, with the mousewheel or PAGEUP/PAGEDOWN keys (or type the number) , add by example 10 loop cuts, then press ENTER or left click
    http://i.imgur.com/9Q7r3EJ.jpg

  • Go to Object Mode and add a Decimate modifier, set the Decimate modifer to “Unsubdivide” , set the “Iteration” to 1 and click on APPLY to apply the modifier
    http://i.imgur.com/N1UUDUG.jpg

  • Back to Edit Mode :
    http://i.imgur.com/JvjCm4Y.jpg

  • Select all , press the I key 2 times (Inset Individual) then press ENTER or left click
    http://i.imgur.com/zlaNZDP.jpg

  • In the Operator panel (bottom of the toolshelf, the big panel on the left of the 3D view) or press F6 to make it popup, edit the Thickness to change the insetting thickness until you get what you want
    http://i.imgur.com/vM8emo8.jpg

  • Then in the Operator/F6 disable the “Select Outer” setting
    http://i.imgur.com/SKvrFLb.jpg

  • Press ALT+E , then select “Individual Faces” and extrude until satisfied, then press ENTER or left click
    http://i.imgur.com/QHo9gEB.jpg

  • change the Pivot from the default “Median Point” into “Individual Origin”
    http://i.imgur.com/2K7oo1U.jpg

  • Press S and scale down the selected faces until satisified
    http://i.imgur.com/sJw4LSM.jpg

You can bring back the pivot point to “Median Point”.

(note the pivot point change then S could be replaced by ALT+S , but i sometime i had ALT+S not really doing what i wanted)

Hey Sanctuary every time you explain how to do this so neatly (if I’m not mistaken you’ve done it at least a couple of times before!) I think how cool it would be to have this as an addon!

Where do you find the time to answer questions like this? 10 thumbs up to you for the effort you put into Blender Artists forums and community!

Thanks for the help! very easy to understand.

Plan is to make a gym environment maybe even animate a deadlift move and let it bounce on the concrete/wooden floor and ofcourse adding some good lighting.

Attachments


thanks guys http://i.imgur.com/GuphSW9.gif

It’s just that i’m not mastering the english language (foreign language to me) to make sure my explanations are understandable enough, pictures tells things better usually than my words :slight_smile:

Getting diagonal mesh from a square mesh for 1 iteration of unsubdivide is pretty darn cool. Is this guaranteed behaviour?

delete please

Yes, in nearly every cases i had a need of “diagonal mesh” it has worked, the trick is that the iteration must be an odd number ( 1 - 3 - 5 - 7 - etc…) to obtain such thing.
And of course the base mesh must be quads.

A very neat trick to add to my bag, thanks for sharing. :smiley:

That’s funny, I always assumed you were natively English speaking - so you are probably more sensitive about it than is actually noticeable.

Another method that might be a bit faster is to use the Poke tool and a vertex bevel after the unsubdivide.

Unfortunately the poke tool is missing that one crucial feature - an F6 option about having just the poke vertices selected after the operation.
As it stands using it on a large number of faces with the intention of beveling the center verts means a daunting task of selection by hand. If you are doing the entire object you can use the select similar command of course with some luck.

thanks Sanctuary.

If you want to use Poke to create pyramids with flat tops, you can use a Boolean intersect to cut off the peaks.


Interesting but only if you are determined to use the poke tool! Otherwise inset with depth is a one step operation that doesn’t tie you to another object.
The poke tool is a curious triangulator but of very very limited use. If you watch the CGcookie video introducing this tool when it was new you can see the narrator struggling to come up with use cases for it.

Select > Similar > by number of connecting edges does a close enough selection for me, but I agree it should be an option.