Just searching for tutorials on shell modeling,
I missed this thread.
Very interesting.
Here, I used spiral bezier (just four vertices), bevel fill full, alt+S on vertices for the appropriate shape.
Converted to mesh, some tweaking with proportional / connected / sharp curve.
A few loop faces insets if you need it, (offset related, boundary Off)
About texturing, displacements etc, such meshes are topologically cylinders.
So, the follow active quad unwrapping will result to a perfectly aligned (horizontally vertically) UV. A geometrical pattern can serve well then. As I suggest in the UV + displacement tests thread. Same for texture painting, all is needed is horizontal pained lines on UV image editor.
nice trick to get shape
but will have to come back on that one later on
would like to add this inside a script with some parameters
to give more options
Thanks Ricky, especially for your excellent thread.
I will add this:
Solidify modifier is ok but, it misses some useful parameters.
The equivalent is: Edit mode select all faces, inset. Because, under inset parameters, see, āOffsetRelativeā!!!
Boundary, etc etc.
This offset relative could be very useful in solidifier modifier, and/or in bevel.
You know, trying to model this bumping/extrudesā¦. offset relative is a must-to-have.
I would mention something irrelevant to this thread, somehow.
The āproportional editingā / Connected mode.
A tool we would like to see in sculpting mode as well.
Ricky, how realist we want itā¦
Well, it is always amazing how inspirational nature is.
I was basically interested in architectural elements inspired from shells.
A geometrical precise solution.
Sculpting isnāt much different IMO.
To fill a loose clay with lot of details wrinkles and pores was never my favorite.
Shapes is what I love to see.
Let me put it this way. How possible it is, to measure nature without the help of geometry?
I was thinking more about making some basic general shapes with scripts
then after that you an add with sculpt anything you like or add textures ect.
but your right on architecture things
many times these are more like artistic representation then being realist
like columns capital Corinthians with acanthus leaves
these are not realist at all more artistic and nice to look at !
and most of medieval architectures / renaissance details have some artistic representation
and it looks nice and fun to do with blender
I just re re lease a script on spirals
check in this forum page
and i have many other scripts before coming back on that one
if you need any shape I can upload a file with some shapes in it
then you can play with it