Create a Rubber Duck. This tutorial shows you how to. Create simple surfaces. Rebuild a surface. Edit surface control points. Draw and project curves
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1 Page 1 of 24 Create a Rubber Duck This exercise focuses on the free form, squishy aspect. Unlike the flashlight model, the exact size and placement of the objects is not critical. The overall form is the main objective. This tutorial shows you how to Start Create simple surfaces Rebuild a surface Edit surface control points Draw and project curves Split surfaces Blend between two surfaces Light and render the model Each command is available from either the menu or the toolbars. In this exercise, we will use the menu commands. You are, of course, free to find the command in the toolbars if you prefer to use them. 1. Start a New model. 2. In the Open Template File dialog box, select Small Objects - Millimeters.3dm and click Open. It does not matter which template you use. The scale of this model is not important. Draw the body and head
2 Page 2 of From the Solid menu, click Sphere, and then click Center, Radius. 2. In the Front viewport, pick a point for the center of the sphere. 3. Pick another point in the same viewport to set the radius as shown in the image. 4. Repeat this procedure for the second sphere. The sizes of the spheres are up to you. You may find as you design your duck that you want a different size and placement. Simply delete the original sphere and draw another one. Note: To imitate the illustrations in this tutorial, set the Layer color to gold and turn on Shaded Viewport mode. Edit the body Make the spheres deformable 1. Select both spheres. 2. From the Edit menu, click Rebuild. 3. In the Rebuild Surface dialog box, change the Point Count to 8 for both U and V. 4. Change the Degree to 3 for both U and V. 5. Check Delete input. 6. Clear Current layer.
3 Page 3 of Click OK. Having more control points allows more control over smaller parts of the surface. A degree-three surface will have a smoother shape when deformed. Modify the body shape 1. Select the large sphere. 2. Turn its Control Points on. 3. In the Front viewport window select the control points near the bottom of the sphere.
4 Page 4 of Use the SetPt command to move control points to the same z-elevation. 5. In the Set Points dialog box, check Set Z, clear Set X and Set Y, and click Align to World. 6. Click OK. 7. In the Front viewport, drag the selected control points up, and click. This aligns all of the selected control points to the same z value (up in Front viewport), which flattens the surface.
5 Page 5 of 24 Drag control points to form the tail In the Front viewport, use a window to select the control points at the left side of the body, and drag them up to form the tail. Turn Ortho off to drag the control points freely. Look in the Top viewport to see which control points are selected. In the Front viewport, you can only see the control points closest to you in the view. This is because the second control point is directly behind the one you can see in the Front viewport. Drag control points to form the chest 1. Window select the control points at the front of the body, and drag them to the right to bulge out the chest.
6 Page 6 of Window select the control points at the upper right, and drag them up and to the right. 3. Adjust the control points further until you get the shape you want. 4. Press the Esc key repeatedly until control points are off.
7 Page 7 of 24 Edit the head Drag control points to create the bill 1. Select the small sphere. 2. Turn its Control Points on. 3. Window select the control points on the right side and drag them to begin forming the bill. 4. Window select the control points as shown below and drag down to continue forming the bill. Separate the bill from the head For the final rendering, the bill must be a different color from the body, so they must be separate surfaces. You can split a single surface into multiple surfaces many ways. The following technique is just one. To make the head and bill two separate surfaces, split it with a curve. Create the curve for the bill
8 Page 8 of From the Curve menu, click Free-form, and then click Interpolate Points. 2. In the Front viewport create a curve that looks like the red curve below. Split the surface with the curve 1. Use the Split command to separate the bill from the head. 2. At the Select objects to split... prompt, select the head and press Enter. 3. At the Select cutting objects... prompt, select the curve, and press Enter. 4. Delete the curve. Create the neck The ducky needs a neck. We are first going to make a hole in the surface of the head and a corresponding hole in the surface of the body so we can create a blended surface between the two edges.
9 Page 9 of 24 To model the neck 1. Select the head. 2. Use the CutPlane command to create a rectangle that will trim the lower portion of the head. 3. At Start of cut plane prompt, in the Front viewport, pick the first point of a line to define a plane. 4. Toggle Ortho on. 5. At the End of cut plane prompt, select the end point of a line that cuts through the lower part of the head, and press Enter. Trim the head with the cutting plane 1. From the Edit menu, click Trim. 2. At the Select cutting objects... prompt, select the cutting plane you created, and press Enter. 3. At the Select object to trim... prompt, select the bottom part of the head surface, and press to end the command. Enter
10 Page 10 of 24 The bottom of the head will be trimmed. 4. Select the cutting plane and press the Delete key to delete it. Cut a hole in the body for the neck 1. Use the ExtrudeCrv command to extrude the edge curve into a surface. 2. At the Select curves... prompt, select the edge curve at the bottom of the head, and press Enter. 3. At the Extrusion distance... prompt, drag the extruded surface until it intersects the top of the duck body and pick.
11 Page 11 of 24 Trim the neck hole into the body 1. From the Edit menu, click Trim. 2. At the Select cutting objects... prompt, select the extruded surface and press Enter. 3. At the Select object to trim... prompt, select the body on the inside of the extruded surface and press Enter. A hole will be created in the body. 4. Delete the extruded surface. 5. Adjust the position of the head if necessary.
12 Page 12 of 24 Create the ducky's neck with a blend surface 1. Use the BlendSrf command to create a surface between the head and body. 2. At the Select segment for first edge... prompt, select the edge on the body, and press Enter. 3. At the Select segment for second edge... prompt, select the edge at the bottom of the head. If either selected edge is split into pieces, you can use the All option to select all the parts. 4. At the Adjust curve seams prompt, check to see that the seam point lines up.
13 Page 13 of 24 If they do not, click one of the seam points and drag it until it lines up with the other one. Look at the direction of the two white arrows. They may go in opposite directions. If you make the blend surface this way, the ducky's neck will be twisted. If this happens, at the Adjust curve seams prompt, click the Flip option and pick a seam point on one of the curves. This makes both arrows point the same direction. 5. If the seam point lines up, at the Adjust curve seams prompt, press Enter. 6. In the Adjust Blend Bulge dialog box, click OK. A surface is blended between the body and the head.
14 Page 14 of Select the body, head, and neck. 8. Use the Join command to join these parts. The first eye You are going to model one eye on the construction plane and assign a render color to the pupil. To model one eye 1. From the Solid menu, click Ellipsoid, and then click From Center. 2. Toggle Ortho and Snap on to help. 3. At the Ellipsoid center... prompt, pick a point in the Top viewport. 4. At the End of first axis prompt, pick a point. 5. At the End of second axis prompt, pick a point that gives the same radius as the previous pick. 6. At the End of third axis prompt, pick a point in the Front viewport that creates a flat ellipsoid.
15 Page 15 of 24 Turn off grid snap to make a flat shape. Model the pupil To be able to assign a different color for the pupil of the eye, the ellipsoid surface has to be split into two parts. To create the pupil 1. Draw a Circle to use for splitting the pupil. 2. At the Center of circle... prompt, pick the center of the ellipsoid. 3. At the Radius... prompt, pick a point in the Top viewport that is slightly smaller than the ellipsoid.
16 Page 16 of 24 Create a curve to cut the ellipsoid 1. Use the Project command to project the circle onto the ellipsoid surface. 2. At the Select curves and points... prompt, in the Top viewport, select the circle and press Enter. 3. At the Select surfaces, polysurfaces and meshes to project onto... prompt, in the Top view, select the ellipsoid and press Enter. 4. Delete the original circle and the one on the bottom of the ellipsoid.
17 Page 17 of 24 Split the ellipsoid with the curve 1. Use the Split command to separate the pupil surface from the eye ellipsoid. 2. At the Select objects to split... prompt, select the ellipsoid, and press Enter. 3. At the Select cutting objects... prompt, select the circle on the top of the ellipsoid, and press Enter. Assign a render color to the pupil 1. Select the pupil surface.
18 Page 18 of If it is broken into two halves, join the pieces together. 3. From the Edit menu, click Object Properties. 4. In the Properties dialog box, on the Material page, under Assign By, click Basic. 5. Under Basic, click the Color option's color swatch. 6. In the Select Color dialog box, select a render color for the pupil of the eye, like black. 7. Right-click the Perspective viewport title, and set the shade mode to Rendered.
19 Page 19 of 24 Place the eyes Now you will orient the eye on the head and mirror it to the other side. Move the eye to the surface of the head 1. Use the OrientOnSrf command to move and rotate the eye onto the head. 2. At the Select objects to orient prompt, select all the eye parts, and press Enter. 3. At the Reference point 1... prompt, snap to the center of the ellipsoid. 4. At the Reference point 2... prompt, pick a point outside of the eye. 5. At the Surface to orient on prompt, select the head. 6. At the Orient on Surface dialog box, make sure the Uniform, Copy objects and Rigid options are checked, click OK. 7. Move the cursor onto the head to place the eye and click. 8. Press Enter to end the command.
20 Page 20 of 24 Mirror the eyes to the other side of the head 1. Select the eye parts on the head. 2. From the Transform menu, click Mirror. 3. At the Start of mirror plane... prompt, move the cursor to the Right viewport, and type 0,0. 4. At the End of mirror plane... prompt, drag the mirror plane with Ortho on and pick a point as shown in the illustration. Render the image Rendering creates a realistic picture of your model with colors you assign. These render colors are different from the layer colors you might be using, which control the display in wireframe mode. If you render the ducky now, the only color will be the eye pupil.
21 Page 21 of 24 Set the color for the body parts 1. Select the beak. 2. Use the Properties command and on the Material page, set the render color for the beak, like orange. 3. Select the body. 4. Set a render color for the body, like yellow. Place lights 1. Use the Plane command to draw a rectangular plane under the ducky to give it a base. 2. Use the Properties command to set the render color for the base to a tan shade. 3. Use the Spotlight command to place lights in the model. 4. At the Base of cone... prompt, pick a point in the middle of the model in the Front viewport. 5. At the Radius... prompt, drag the radius until it is approximately twice as large as the model.
22 Page 22 of At the End of cone prompt, hold down the Ctrl key and pick a point in the Front viewport to activate elevator mode. 7. Move the cursor to the Top viewport to place the end of the cone so the light cone shines on the ducky from its upper left side. 8. Zoom in a little on the ducky in the Perspective viewport. 9. From the Render menu, click Render. The light casts shadows. Try on your own Try placing more lights.
23 Page 23 of 24 Set the light properties, such as color and shadow intensity. Change the color and highlight setting of the ducky's body and beak. Add more ducks.
24 Page 24 of 24 What's Next This is the end of the ducky tutorial. Try tutorials on the web.
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