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how do I make something like this in Blender?
I tried using the Screw modifier, but how do I modulate the width along its axis?
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use Curve Path
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>>679487
You could use something like freeform deforms to narrow down the pointy end.
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>>679487
Just make three metal blades then braid them, bro
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>>679487
The vampire that had that sword was sexy af.
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>>679487
Just use a connected linear proportional scale on x, y. Conversely you can use curves and a taper but that shit is weird.
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>>679487
So I used an Archimedian curve to get the helical shape. I made a plane and subdivided it to get enough geometry to make a blade profile, converted it to a curve. I used it as the "bevel profile" in the curve setting. Once I got it scaled appropriately I converted the curve to mesh. I made three duplicates and rotated them, and joint the meshes. In edit mode I grabbed the tips of all three and used a linear scale with a locked z (shift-z) and brought it down to size.
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File: 2019-04-29_20-01-57.gif (3.28 MB, 990x681)
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One quad is all you need
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>>679628
Wow nice, blender reached the point where 3ds max was around 1999.
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>>679629
I would like to see how it's done in 3ds Max. Just to compare workflows. Blender's method seems too convoluted.
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OP here.
I used fucking shrimpwark!!
But it sure looks wrinkly, how do I fix this?
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>>679649
My thought exactly. That's a fucked up process just to achieve that.. compared to 3ds at least..
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>>679649
I would like to see it as well. Anybody up for the task?
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>>679629
‘99?

Bullshit. I know for fact 3D Studio MAX could do that since at least version 2, so 1997 or so.
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>>679661
That's even worse then. Fuck blender.
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>>679628
Man this board really shits on blender lol. I watched this thinking it was an elegant solution, similar to how I would have done it. Is the work flow in other software significantly easier?

I've only had problems with blender with dealing with particle systems and wanting more control and physics out of them. C4D seems miles ahead in that aspect with cloners / generators / whatever they're called while blender relies on the Molecular addon.
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>>679487

Dont think that would be simply procedural. He probably used a custom spline and lofted it.
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>>679651
definitely not the way to do this
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how is that sword supposed to scratch anything before shattering?
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>>679628
I dont care about this thread, but great job on helping.
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>>679671
but I need something to adapt spirals on any surface I want
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>>679733
It's made of unobtanium.
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>>679651
Op here.
I used decimate and It kinda works.
Now I'm trying to turn it into a building...
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>>679841
forgot pic
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>>679842
hey it's coming out nicer then I expected
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>>679844
the slide still looks bumpy... how do I smooth it?
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There's a gif of how to do it...
>>679628
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>>679487
What a nonsensical design for a blade
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>>679487
Unless it's purely ceremonial, pic related is the only useful application
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>>679851
ok I tried with subdivision surface and made some improvements
I think I'll use it for the game I'm making!
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>>679896
This video shall DemonStrat it's one useful application anon:

https://www.youtube.com/watch?v=2BhMD4xLSBA



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