Plasticity | 50 Essential Modeling Exercises

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yum yum Floyd here with a quick look at modeling a power button in plasticity start by creating a large Circle curve then press the o key to offset it create a line curve from the center of the circle and mirror it with alt X use the trim tool to create a U-shaped curve then add arcs at both ends with the center point Arc tool use the trim tool to remove the inner edges then create a rectangle curve the same thickness as the main curve and move it into place add arcs at both ends and use the trim tool to remove the inner edges select all curves and press J to join them create a sphere solid then scale it to squash it down create a line curve through the center of the sphere then use it as a cutter to cut the sphere delete the lower half of the sphere in the line move the curves above the solid press shift I to imprint the curves onto the sphere offset these faces then add fillets to the edges and you're all set Floy here with a quick look at modeling a drawing pencil and plasticity start by creating a cylinder then select the top face extrude it and use the white ring handle to taper it create a six-sided curve using the regular polygon tool at the other end of the solid press C and select the solid to perform a cut then remove all the outer solids create a new line curve and use it to cut the tip of the solid then adjust the material attributes of the tip chamfer these edges and feel free to lengthen the body of the pencil to your liking and you're all set Floyd here with a quick look at modeling a fork and plasticity start with a profile curve and a fork silhouette curve extrude the profile curve and press tab to lock distances select the sheet press C to activate the cut tool then select the fork silhouette curve to use as the cutter delete the outer sheet hide the curves then thicken the sheet into a solid using the thicken tool and you're good to go Floyd here with a quick look at modeling a coffee cup and plast this it start by creating a cylinder then select and offset the top face using the keyboard shortcut o push the face down to create the Cup's cavity then add fillets to all the edges create a circle curve on the side of the cup scale it to create an oval shape then offset it using the keyboard shortcut o extrude the ring face pressing tab to enable lock distances select both solids and perform a Boolean Union pressing Q twice select and remove the faces on the inside of the cup then add fillets to the handle edges and you're good to go Floyd here with a quick look at creating a Celtic knot in plasticity start by activating the center point Arc tool and create a 180 Arc create a line at one end of the arc then mirror it to make a duplicate select all three curves and join them using the keyboard shortcut J duplicate the curve and rotate it 12 120° move the curve using the freestyle option to snap it to the point on the curve like so mirror the curve to create a third curve then use the trim tool to clean up the overhangs select all edges and offset them using the keyboard shortcut o select the faces that make up the Celtic knot pattern and then extrude them to make a solid hide all the construction curves then add fillets to all the edges and you're all set Floyd here with a quick look at modeling an infinity symbol and plasticity start by creating a circle curve press shift s to to subdivide the curve move the top Point down and the bottom point up to squeeze the center of the curve in select the three points on the right and rotate them 45° then select the points on the left and rotate them 45° the opposite direction select the curve and press P to create a pipe and you're all set Floyd here with a quick look at modeling a simple ring and plasticity start by creating a sphere solid using the sphere tool create a curve that runs through the side of the sphere and duplicate it using the mirror tool create a third curve across the top of the sphere then select all three curves press C to activate the cut tool and select the sphere as the target select the three new solids and remove them using the X key then hide the curves using the H key select a side face and press o on the keyboard to offset the face select the face press e to activate the extrude tool press f for freestyle then extrude the face along the xais to create a hole select all edges and add fillets select the top face and press the space bar to create a temporary construction plane activate the text tool and create an aster press the b key and bevel the points move and scale the new face to the center of the Ring's top face then extrude the face select both solids and press Q twice to perform a Boolean Union then add fillets to the new edges and you're good to go Floyd here with a quick look at modeling a gun cylinder and plasticity start by creating a large Circle curve then create a small circle curve in the center create another Circle curve and Radial array it with a count of six select and extrude this face to create the main cylinder solid create a new Circle curve and extrude it into the main solid activate the sphere tool and create a sphere at the bottom of the cylinder pressing Q for Union radial array the new solid with a count of six then select the main solid followed by the other six solids and press Q to subtract them create a new line across the bottom then press C for cut and select the main solid select all the edges and add fillets and you're good to go Floyd here with a quick look at modeling a threaded bar in plasticity start by creating a cylinder then create a spiral the same diameter and increase the turns attribute to your liking with the Curve selected press P to activate the pipe tool Press B for a new body change the vertex count to three increase the section size and set the angle attribute to 60 duplicate the cylinder and scale its diameter select the pipe followed by the duplicated cylinder press Q for Boolean shift e for intersection and right click to commit select both solids and press Q twice to perform a Boolean Union adjust the root of the threading to your liking add a chamfer to the crest and you're all set Floyd here with a quick look at modeling a Philips screw head in plasticity start by creating a sphere then use the scale tool to squash it vertically create a line through the center of the sphere press C to activate the cut tool select the sphere and right click to commit then delete the lower solid create a rectangle curve in the center of the solid then move it above the sphere duplicate the rect rectangle and rotate at 90° use the trim tool to remove the inner edges select all the curves and press J to join them into a single curve select the inner points and press B to Bevel them duplicate the curve scale it down then move it into the sphere select both curves and press L to Loft them then use the patch hole tool to convert the sheet into a solid select the sphere followed by the cross and press Q to perform a Bo select all the edges and add fillets then scale the solid to your liking and you're good to go Floyd here with a quick look at modeling a simple gear and plasticity start by creating a circle curve then use the line tool to create half the profile of a gear tooth press alt X to use the mirror tool to duplicate the new curve then select both curves and press J to join them use the radial array tool to create duplicates around the center of the circle curve then select the circle curve and offset it using the keyboard shortcut o create a new line curve and Radial array it to create duplicate curves select the interfaces and offset them using the keyboard shortcut o select the radio lines and hide them using the keyboard shortcut H select all the faces that make up the gear silhouette and extrude them then select all edges and add chamfers or fillets in your all set Floyd here with a quick look at modeling a simple pillow and plasticity start by creating a wavy 180° Arc curve then select every other point on the curve and move it forward next create a two segment line curve and bevel the corner point to round it off mirror the new curve then join the two curves together move the joined curve back then create a line that connects the two curves subdivide the line using the keyboard shortcut alt one then move the new point to create an arc mirror the new curve and then snap the end point to the start point of the the wavy curve select the first two curves and press L to activate the Loft tool shift select the other two curves to use them as guides then right click to commit mirror the sheet and then join the two sheets into one mirror the sheet again and use the join command again select the edge loop around the pillow and duplicate it to create a new curve press P to create a pipe then create a sphere at the origin and flatten it with the scale tool make a duplicate for the other side and you're good to go Floyd here with a quick look at generating knurling and plasticity for this example We'll add nerling to this cylinder start by creating a line that snaps to the bottom and top Edge like so press shift I to activate the imprint curve tool select the cylinder and right click to commit select the imprinted Edge and duplicate it then then press the P key to activate the pipe tool change the vertex count to three then right click to commit offset the two in faces of the pipe to extend it beyond the height of the cylinder mirror the pipe then snap the duplicate to the center of the original to create an X select both pipes and use the radial array tool to create as many duplicates as you'd like select the cylinder followed by all the pipe solids then press Q for Boolean and perform a Boolean difference your knurling is all set Floyd here with a quick look at modeling a three button remote in plasticity start by creating a simple curve and mirror it horizontally and then vertically to create the silhouette of a remote press J to join the curves create three Circle Curves in the middle then offset them by pressing o on the keyboard use the trim tool to remove the overlapping segments then create a fourth circle on top select all of the circle curves and move move them off the origin then merge all the Border curves into a single curve using the keyboard shortcut J extrude the main face create a new curve in the side view and mirror it to duplicate it select the solid followed by the curves and press C for cut then remove the new solids hide the curves and create fillets on top and bottom of the solid to round it off select the solid in the circle border curve press shift I for imprint curve and enable height occlusion offset the new face then add a fillet to these sharp edges select the cavity faces and press alt D for alternate duplicate then add fillets to the edges of the duplicate extrude the three Circle faces into the main solid press Q Q for Boolean followed by T for keep tools hide the curves then offset the top face of the cylinders to shorten their height add fillets to the buttons and to the button cavities then use the final Circle curve to punch a hole in the main solid add fillets to the new hole and you're all set Floyd here with a quick look at modeling a spray can and plasticity start by creating a simple profile curve for this example I'll use the line tool and then bevel any sharp angles to round them off select the bottom points and move them to the height you'd like the can to be then use the revolve tool to sweep the profile 360° and create a solid create a new line curve and use it to cut the spray cap then delete the smaller solid create a cylinder and move it into place select the main solid followed by the cylinder and press Q for Boolean and T for keep tool then offset the cylinder face to inser it into the new hole add fillets to all the edges select the main body face and press shift d to create a new sheet from it use the thicken sheet tool to create a solid press M to adjust the material attributes and you're all set Floyd here with a quick look at creating a ring terminal and plasticity start by creating a circle curve then press o to offset it and create a smaller inset curve create a rectangle curve at the base of the circle then use the trim tool to remove the overlapping segments join the curves then bevel these points to round off the transition extrude the face then create two new Circle curves and extrude a pipe solid move the pipe into place then use the keyboard shortcut control R to cut the end face of the pipe offset the lower face then Loft these two faces to create a bridge between the two solids hide the curves then Union Boolean the three solids into one add a fillet to these edges and you're all set Floyd here with a quick look at modeling a shuriken and plasticity start by creating an eight-sided curve with the regular polygon tool select every other point and scale them in to make a star shape extrude the shape then add a chamfer to the top edges mirror the solid and merge the two solids into one with a union Boolean flatten the solid a little then use the cylinder tool to cut a hole in the center of the solid create a circle curve and mirror it twice to produce four curves then add the solid to the selection and press C on the keyboard to perform a cut delete the four new solids and the four Circle curves Cham for the new edges and then flatten the solid to your liking and you're good to go Floyd here with a quick look at creating a tpipe junction and plasticity start with a cylinder duplicate it rotate at 90° and then move it above the original cylinder select the bottom face of the top cylinder then click the match face button followed by the bottom cylinder face select both solids and use Union Boolean to create a single solid use the line tool to create a line that matches the intersection of the two pipes then mirror it merge the two new curves Press B to Bevel the middle control Point press the o key for offset and the Tab Key to offset on both sides of the curve commit and delete the middle curve select the solid followed by the two curves and press C for cut delete the middle solid then select the inner faces and press L to Loft between the two solids select all three solids and Union Boolean them together into a single solid select all three incap faces and use the hollow a solid tool to finish off the pipe with some thickness change the render mode to have a look at the finished te pipe and you're good to go Floyd here with a quick look at creating a chess Bishop piece and plasticity start by using using the spliner control Point curve tool to create a profile curve in the shape of the chest piece then use the revolve tool to sweep the curve 360° to create a solid use the line tool to create a knot shape Press B to Bevel the points and round off the shape then select the solid followed by the curve and press C to perform a cut delete the notch solid select the notch boundary edges and add a fillet and you're good to go Floyd here with a quick look at creating a six-sided die in plasticity start with a new scene select the cube and Center it at the origin by selecting it pressing G followed by F on the keyboard and right click twice next activate the sphere tool Press B for new body and create a sphere in the top corner of one of the faces use the rectangle array tool to create two duplicates horizontally then make two duplicate rows vertically Center all the Spheres at the origin then move them so that they sit centered on one of the faces of the cube mirror them to the other side of the cube then duplicate all 12 spheres and rotate them so that they sit on the top and bottom of the cube duplicate and rotate again to finish off the creation and placement of the Spheres select and remove all the extra spheres from each side of the cube then select the cube followed by all the Spheres and press Q to Boolean subtract the Spheres from the cube select all the edges and add a fillet to finish off the die and you're good to go Floyd here with a quick look at creating a shoe midsole and plasticity start by creating two simple curves a top view silhouette of a midsole and a side profile curve with some tow spring select the profile curve and extrude it using the keyboard shortcut e followed by the Tab Key to activate lock distances shift select the top curve and press C to activate the cut tool delete the the outer sheet select the sheet and extrude it to create a solid rotate the top face to give more thickness to the heel then offset the top face using the keyboard shortcut o push the inner top face down then create a fillet to round off the inner Edge add fillets to the other edges and your base midsole is ready for detailing Floyd here with a quick look at creating a knife blade and plasticity start by blocking out the shape of the blade using the line tool bevel the lower point to curve the blade then extrude the shape to create a solid add a chamfer to the top and bottom edges before committing press L on the keyboard and add a limit point to the bottom Edge press L again and add a limit point to the top Edge right click to commit then add a fillet to the top Edge where the limit point was added use the keyboard shortcut alt X to mirror the blade and press Q before committing to Union the two solids then scale the blade to the thickness of your liking and you're all set Floyd here with a quick look at modeling chain mail and plasticity start by creating a circle curve and then use the revolve tool to create a Taurus solid next rotate the solid 15° then duplicate it and rotate the duplicate 30° move the duplicate Taurus to offset it from the original then use the rectangular array tool to duplicate the pair horizontally use the rectangular array tool again to dupc at the pair vertically and you're all set Floyd here with a quick look at modeling a beveled star and plasticity activate the regular polygon tool and create a 10-sided curve at the origin by holding down the shift key and using the mouse wheel select every other point on the curve press s for scale V for pivot place the scale handle at the origin and then scale the points in to make a star extrude the star and taper it to a point and you're all set oh Floyd here with a quick look at modeling braids and plasticity start by creating a curve with nine control points in the shape of an S select the second and sixth point on the curve and move it down then the fourth and eighth point and move it up to create an Infinity shape use the rectangular array to make duplicates of the curve and make sure the end points share the same location by snapping them to each other join all the curves into a single curve curve then press p on the keyboard to activate the pipe tool increase the section size to your liking and commit make two duplicates and move them into place and you're all set add this simple process to your toolkit to generate braids Floyd here with a quick look at creating a pentagonal trape a hedron in plasticity start by creating a pentagon with the regular polygon tool extrude the face and taper it to a point then delete the curve Center the solid at the origin then mirror it Center the new solid at the origin and rotate at 35° around the z-axis move the solid so that the tips line up then press Q for Boolean followed by shift e for intersect right click to commit and you're all set Floyd here with a quick look at creating a do decahedron from a cube in plasticity start with the new scene and move the default Cube to the origin by pressing the G key on the keyboard to activate the move tool press f for freestyle and right click twice create a two- segment line in the shape of a V with a 30° angle that snaps to the top and middle of one side of the cube mirror the new curve vertically then mirror both curves horizontally to create four curves select the cube followed by the curves and press C to cut the cube with the curves then delete the four corner solids rotate the four curves 90° with the pivot at the origin then rotate at 90° around the z-axis cut the cube with the curves and delete the corner solid solids rotate the four curves again 90° with the pivot at the origin then rotate it 90° around the Y AIS cut the cube with the curves and delete the corner solids then simply delete the curves and your DOA hedron is ready to go Floyd here with a quick look at creating an octahedron and plasticity start by using the line tool to create two triangles that use the center of three connected faces on the default Cube for their points select all curves and use the patch holes command to create sheets for each triangle use radial array with the number attributes set to four to duplicate the triangles then press J on the keyboard to join all sheets to make a solid and you're all set Floyd here with a quick look at creating a tetrahedron from a cube in plasticity start with a new scene use the line tool to create diagonal lines through each face then select the cube followed by the curves and use the keyboard shortcut shift I to activate the imprint curve tool set the method attribute to normal then right click to commit delete the curves then delete the three faces that make up Each corner using the keyboard shortcut shift X and use patch holes to cap the open edges hidden in the center of the cube will be a tetrahedron Floyd here with a quick look at creating a tetrahedron and plasticity start by creating a triangle with the regular polygon tool duplicate it using shift d then rotate the duplicate 180° setting the pivot to the edge of the triangle duplicate and rotate the duplicate again then use the mirror tool to create a fourth triangle rotate the three outer triangles 109.5° to make a pyramid if all the points aren't green hold control and snap them in place select all the curves and use the patch holes command to create four sheets join the sheets to make a solid and you're all set Floyd here with a quick look at creating an icosahedron from a cube in plasticity start with the new scene and move the default Cube to the origin by pressing the G key on the keyboard to activate the move tool press f for freestyle and right click twice create a two segment line in the shape of a V with a 21° angle that snaps to the top and middle of one side of the cube mirror the new curve vertically then mirror both curves horizontally to create four curves select the cube followed by the curves and press C to cut the cube with the curves then delete the four corner solids rotate the four curves 90° with the pivot at the origin then rotate at 90° around the z-axis cut the cube with the curves and delete the corner solids rotate the four curves 90° with the pivot at the origin then rotate it 90° around the Y AIS cut the cube again with the curves and delete the corner solids use the line tool to create a triangle with each point snapping to the points on the main solid like so mirror the triangle curve horizontally then mirror both tries vertically mirror all four tries to create a total of eight triangles then use the imprint curve feature with the method set to normal to slice the tries onto the main solid select these three faces and use the keyboard shortcut shift X to remove them then select the solid and use the patch holes command to create a face repeat this process for each of the remaining seven three-face pyramid topology until you have a finished iicasa hedron Floyd here with a quick look at creating a hinged box in plasticity start by creating a line that runs through the center of the default Cube select the cube in the line press C on the keyboard then right click to cut the cube into two solids use the center circle tool to create a circle curve on one side of the two solids press o on the keyboard to offset the curve and create a smaller Circle curve then move it off to the side extrude the larger curve the length of the two solids use the keyboard shortcut shift d to duplicate the cylinder then scale the length select the bottom Cube followed by the larger cylinder then press Q for Boolean followed by T to keep the tools and right click to commit select the top Cube followed by the larger cylinder then press Q twice to perform a union Boolean and right click to commit select the top Solid followed by the smaller cylinder press Q for Boolean followed by T on the keyboard to keep the tools and right click to commit select the bottom solid followed by the smaller cylinder press Q twice for Union Boolean and right click to commit select the small circle curve and extrude it select the top Solid followed by the cylinder press Q for Boolean followed by T to keep the tools and right click to commit select the bottom solid followed by the cylinder press Q for Boolean and right click to commit select the top Solid and rotate it at the hinge 90° select the inside faces of the two solids and offset them then push them in to create the inner walls of the Box select all the edges generate a fillet and you're all set Floyd here with a quick look at creating a bike chain in plasticity start by using the center circle tool to create two Circle curves then duplicate them and move them to the side activate the three-point circle tool and create a new Circle that snaps to the bottom of the Outer Circle curves mirror the new circle using the keyboard shortcut alt X select the faces that make up the link shape and extrude it to create a solid make two copies of the solid move them in place and then move them off to the side use one of the small circle curves to generate a cylinder duplicate it and move it to the first hole in the link to create the chain path create two Circle curves and connect them with two line curves select the three faces duplicate them and delete the other curves select all the solids press F on the keyboard and type curve click curve array and select the curve as the path hold down the shift key and use the mouse wheel to increase the number of duplicates and you're all set Floyd here with a quick tip for creating a ribbed hose and plasticity start with a sphere and a curve scale the sphere into a squashed lentil shape then press F on the keyboard and type array click on curve array select the curve as the path and press and hold the shift key while using the mouse wheel to increase the number of duplicates right click to commit then press Q twice to perform a union Boolean on all the solids select all the the edges and add a fillet press M to assign a material adjust its attributes and click okay use this simple process to create a ribbed hose Floyd here with a quick look at creating a y-shaped pipe and plasticity start by creating a 180 Arc using the center point Arc tool then use the split curve tool to add a point in the center of the curve and add a point in the middle of each side of the curve move the curve off the origin and extrude it use the radial array tool to create three copies around the origin use the Loft command to bridge the three sides together then select all sheets and join them using the keyboard shortcut J select the edges that make up the top hole and use the patch holes tool to close it off with the fill preference set to smooth use the keyboard shortcut alt X to mirror the sheet then join the two sheets into one use the thicken sheet tool to give the pipe some thickness and you're all set Floyd here with a quick look at creating a y-shaped pipe and plasticity start by creating a 180 Arc using the center point Arc tool then use the split curve tool to add a point to the center of the curve move the curve off the origin and then extrude it use the radial array tool to create three copies around the origin use the Loft command to bridge the three sides together then select all sheets and join them using the keyboard shortcut J select all three edges on top and use the patch holes tool to close it off use the keyboard shortcut alt X to mirror the sheet then join the two sheets into one use the thicken sheet tool to give the pipe some thickness and you're all set Floyd here with a quick look at creating a Mel cevis and plasticity start by activating the center point Arc tool and create an arc then activate the line tool and snap the start of the line to the end of the arc and create a two- segment line like so select both curves and press J to join them into a single curve activate the Revol rolve tool and revolve the curve to create a solid body create a new two segment line then use the keyboard shortcut alt X to duplicate the line with the mirror tool press C on the keyboard to activate the cut tool select the solid then shift select the two lines and right click to commit delete the two side solids in the curves then create a new cylinder and use it to cut a hole in the main solid select these edges and add a small fillet remove these two stray edges and you're all set Floyd here with a quick tip for creating a rounded star and plasticity to create a rounded star activate the regular polygon tool left click and drag to set the size then hold shift and use the mouse wheel to increase the control points to Tin select every other control point then press s twice to scale the selected points in to produce a star shape select all the points then press B and bevel the points to round off the star to your liking and you're all set Floyd here with a quick look at creating grid webbing detail and plasticity start by selecting the face you'd like to add grid webbing detail to press the space bar to create a temporary construction plane and align the view to it select the face and use the keyboard shortcut shift d to create a curve hide the solid then use the line tool to create a triangle pattern through the rectangle select all the triangles press o to offset them right click to commit and then press B to Bevel the control points unhide the solid select the triangles click the select Target body's extrude attribute followed by clicking the solid and extrude into the solid right click to commit then delete or hide the curves select all the Border edges of the triangles and add a chamfer and you're all set use this simple process to add grid webbing detail to your assets Floyd here with a quick tip for creating a picture frame and pl this start by creating a rectangle curve then press one on the keyboard to switch to the front orthographic view activate the line tool and create a Clos shape we can use this as the profile for the picture frame with the profile curve selected click the sweep icon in the lower right corner of the UI or use the keyboard shortcut shift p select the rectangle curve and you're all set experiment with different profile curves for an endless variety of frames Floyd here with a quick tip for creating an inset screw tool and plasticity start by creating a simple cylinder primitive select the top face and press the space bar to create a temporary construction plane activate the center rectangle tool and create a thin rectangle reset the construction plane then extrude the rectangle press W for difference click the cylinder as the target body and right click to commit select the bottom edge of the cylinder and press shift d to create a new curve press s on the keyboard twice to use uniform scale and scale the diameter of the new curve slightly larger than the cylinder extrude the new Circle curve then shift click the other solid press q and right click to subtract the first solid from the new cylinder create a new Cube solid then duplicate the cylinder using the keyboard shortcut shift d and move it to intersect with the cube like so select the cube press Q for Boolean then select the cylinder and right click to commit use the original cylinder anytime you need to add an inset screw and your set Floyd here with a quick look at creating a tennis ball in plasticity start by creating a rectangle curve using the corner rectangle tool then activate the center point Arc tool and create a 180 Arc at the end of the rectangle use the trim tool to remove the segment between the two shapes then select both curves and use the keyboard shortcut J to join the curves into a single curve next create a sphere solid with the diameter larger than the height of the curve like so press shift ey on the keyboard to activate the imprint curve tool select the curve and right click to commit next select the imprinted curve press o to activate offset then press the Tab Key to enable lock distances to generate a curve on each side right click to commit select the center edge Loop and press X to remove the selection select and offset the new face then create fillets On the Border Edge loops and you're all set use this simple method to generate a tennis ball seam or similar details such as curv panel seams on your assets Floyd here with a quick look at creating a paper clip in plasticity create a straight curve using the line tool then activate the three-point Arc tool and create an arc starting at the end of the first curve repeat this process to create the additional curves that make up the paperclip shape using the line and three-point Arc tool once all curves have been created select all of them and use the keyboard shortcut J to join them into a single curve select the curve and press p on the keyboard to activate the pipe tool adjust the section size attribute to your liking and you're all set Floyd here with a quick look at using the trim tool to create the Apple logo and plasticity for this example I created 11 intersecting Circle curves using the center circle tool all that's left to do is activate the trim tool and click on the portions of the curve I'd like to remove or trim away those familiar with Adobe Illustrator shape Builder tool should fill right at home as it's a very similar approach to building custom shapes from multiple curves once all the unneeded curves have been trimmed simply select the two portions of the logo and extrude them next select all the construction items and delete them to clean things up and you're all set Floyd here with a quick look at modeling a hex bolt head and plasticity start by activating the center circle tool and create a circle curve next activate the regular polygon tool press and hold the shift key and use the mouse wheel to create a six-sided polygon the same size as the circle hide the hexagon curve then select the circle face and extrude it to generate a solid select the top Edge and create create a fill it unhide the hexagon curve and select it press the c key on the keyboard then select the solid to cut it and right click to commit select all of the outer solids and delete them hide the curves to save them for later or simply delete them and you're all set Floyd here with a quick look at creating four interlocking loops and plasticity start with a new scene and use the line tool to create a triangle curve this snaps to the midpoints of the Cub's edges like so repeat this process three more times using the midpoint Edge snapping shown here once you have four triangle Curves in place select each curve press P to activate the pipe tool and change the section size attribute to 075 use the simple process to generate four symmetrically clustered Loops Floyd here with a quick look at creating berian rings and plasticity start by creating a square curve add a 180 AR curve to one side mirror it to duplicate it trim the inner segments then join join the remaining curves into a single curve press P to create a pipe solid duplicate and rotate the new solid like so duplicate the solid again and rotate the new solid into place select all faces and offset them to increase their diameter to your liking and your all set Floyd here with a quick look at modeling a twisted ring and plasticity start by creating a large Circle curve then create a smaller Circle curve in the front view duplicate it twice to produce a total of three Curves in a triangle formation move them over to the original curve then use the sweep tool and enter 2080 for the twist attribute hide the curves and you're all set Floyd here with a quick look at modeling a half Twisted ring and plasticity start by creating a 180 art curve mirror it then create a square curve sweep the square curve with the top Arc and use a Twist of 360 then sweep the rectangle curve with the bottom Arc with no twist create a line curve and mirror it twice to create four curves use them to cut cut the two sheets then remove the four end sheets use the bridge curve tool to create four new curves that are tangent to the end edges of the sheets Loft them to create four new sheets then join the sheets and Patch the ends use the faces at the end of the top and bottom solids to cut the middle solid and remove the smaller overhang solids Boolean Union the three solids then repeat the steps for the other side to complete the ring and you're all set Floyd here with a quick look at modeling a lipstick asset and plasticity start by creating a six-sided curve with the regular polygon tool then extrude it to create a solid create a cylinder solid then offset the top face and push it in to create a cavity with the face still selected press shift e to create a sheet then thicken it to make it a solid add a fillet to the top Edge and shift click the side face to make it a hemisphere scale the top to make it a bullet shape then create a line curve and use it to cut the solid then remove the smaller part add a fill it to this Edge adjust the material attribute to change the color of the solid then create a new line curve and cut the base into two solids add fillets to all edges adjust the material attribute to change the color of the lower solid and you're good to go oh look at the time
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Channel: Pixel Fondue
Views: 11,577
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Id: l3y3Ply-YQE
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Length: 40min 36sec (2436 seconds)
Published: Tue Oct 24 2023
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