Keep 3DLuVr online!
3DLuVr Logo
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
 3ds max
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Poll Archive
 How to IRC
Log in to be able to post comments to the news items, forum posts, and other facilities.
Not registered? Register!     Lost Password?
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Making of D'ni Firemarble Holder
Added on: Sun Dec 31 2000
Page: 1 2 3 5 6 7 8 9 


First we'll tweak the Handle. All I really wanted to do here was squash the fat end a little to make it elliptical while keeping the rest rounded (see Fig 5). An FFD box (Modifiers >FFD box<) is ideal for this. (If you can't find it, look in 'More'.) I set the segments to: Length 6, Width 2 and Height 2. Go into Sub-Object >Control Points< and select the end four points.

Use Non-Uniform scale and scale in the Z-axis until the handle end has a nice oval shape.
Select the next four points and scale down in the Z-axis just a little to keep continuity and avoid a bulge, as FFD's tend to work like a bezier -- as you lower one end knot, the other end goes up.


Next is the Ring. This is a bit simpler. All we need to do is apply a Non-Uniform Scale to the object itself in the Z-axis until it matches the shape of the handle end. You can use the handle's wiremesh as a guide for this (see Fig 6).


Holder next. This is a more complicated tweak. First thing it needs is to have a bevel applied to the top and bottom faces.
Add an Edit Mesh modifier (Sub-Object >Polygon<) and select the top and bottom faces. In the Edit Geometry panel, choose 'Bevel'. Adjust the bevel so it looks similar to Fig 7. Again, super accuracy isn't the aim here; as long as the bevel doesn't intersect itself, it'll be fine.


1997-2022 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.