[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: hat.jpg (193 KB, 1080x1350)
193 KB
193 KB JPG
How would one model this hat in 3DS? The first thing that came to mind for me was just shape using a sphere > edit poly (scale), then edit edge topology using polygon modeling tab and choose the honeycomb looking pattern... this did not work for me lol.
>>
I'd probably take a sphere, make it wireframe, then take top of the sphere and (for blender) press o and scale inwards to get a the shapes of each space similar to the image. Then shape the rest of the hat to be flatter. Just a thought, havn't actually tried it.
>>
Or alternatively draw the pattern as texture, extrude the said texture into plane of noodles then deform and trim it into a hat.
I think this approach more accurately emulate the manufacturing steps




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.