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The Hammer- a 3D modelling exercise

The Hammer- a 3D modelling exercise

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Published by prof_null
A simple 3D modelling experiment using Hexagon.
A simple 3D modelling experiment using Hexagon.

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Published by: prof_null on Nov 03, 2008
Copyright:Attribution Non-commercial

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09/11/2010

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The Hammer
An exercise in 3D modelling and texturing
This is my first attempt to make something with
Hexagon
. I got it because it seems to havetools that none of my other 3D modelling wares have. The texturing was done in
Blender
.I decided that I would start with something simple, so I went out to the shed with my cameraand got what I thought was a simple shape: a claw hammer. Note that you should
read themanual
first (I'm not going to go into all the basics here) and that I used Hexagon 2.5 on aMacintosh G4 1.25 Ghz twin processor machine, and that not all features worked exactly asper the manual. That's reality, folks.
Preparation
I began with pictures of the hammer.These would usually be first altered to load into the program but for this job I did not do muchto them as I wanted to keep things as simple as possible.Here's how they look loaded into Hexagon:Note that they don't line up or match in scale – for a more complex modelling job you wouldneed to fix both of these first. Hexagon didn't care that they were not square but you mayneed to switch on and off the tickboxes for the images to get them to appear at times.
Modelling
I began by making a circle which was then flattened on it's top, bottom and sides so that theshape matched the end profile.This circle was then scaled and moved until it lined up with the side view.Next, I extruded this profile several times to make the basic handle shape.
 
The Universal Manipulator works well for this task, and when you click on one edge line of aring and type “L” you can then move or rescale a whole ring of edges (loop) at a time.I then realised that the end where it joins onto the head would need some serious work to getit to fit – this is where round becomes square, never an easy thing to do, so I left it for laterand went on to the second part of the job.I then started on the head with a hexagonal type shape which I then filled and extruded tomake the main section, and created the hammer “punch” bit with another circular extrusion.All fine so far, but now the trouble starts.First, realise that once you have boolean joined two parts, it is a pain in the *** to adjust themeeting of those parts after booling so get them as close to perfect joining as you can beforeyou join.Second, joining two parts where the bits you don't want all disappear inside the shape (as inthis case) is the easiest boolean.Here's the two head parts before fine tuning and booling:
 
Now here they are after tweaking and booling:You can see how close I managed to get the edges before booling.I needed to tweak the top of the rings to a close match – to repeat, the closer you can get theparts before joining, the less trouble you will have afterwards since the booling process oftenadds lines or triangulates quads (as you can see above) which you will not enjoy trying tomove around.Having made the face of the head where the handle meets it, I could now duplicate it andextrude it to make the part that would merge with the handle.Okay, I admit that I was foolishly optimistic thinking that a new program would do booleansmuch better than my older ones – despite several attempts, I just could not get the round-to-square shape on the end of that handle.The answer? Simplify the problem.I ended up chopping the whole handle down to a conic shape and booling it with a simpletrapeziod to get the right shape.This meant that I had to remake the rest of the handle afterwards, but it worked . . . . well not

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