XSI 4: interior part 2
written by: Krzysztof M. 'PENdzel' Kundzicz

05-12-2004
info@evermotion.org

Yesterday, when we were trying to struggle of building own walls the redecoration band vistied us. Workers asked us a simple question: Do you want living room with TV or bar? Guess what we answered.






Set the camera to see interior view.


Draw the bar section - top projected. ( remember about grid snaping).


Close the curve. Select curve and choose from Model Panel Modify>>>Curve>>>Open/Close.


As we can see curve is closed.


Choose create>>>Poly. Mesh>>>Curve to Mesh.


We are doing it to change our curve to solid object.


Set up height - for that scale of scene let it be 5.


In one viewport change projecting to User. To see our model without changing position of camera.


Select 2 edge.


Well-known function Bevel from part 1. We are giving curvature radius to edges.


Smooth by increasing subdivs to 10.


Copy our object (hotkey "ctrl+D") and translate by Y axis. It will be our table top.


As we can see new object also contains modifier stack.


Find "Bevel op". In extrude/lenght set 1.


Scale by X and Z axis.


Translate points in right directions resulting from table top proportions.


Select edges which we want to round.


Certainly we will make it using "Bevel op" function. Set distance to 0,8.


Rounding on 5. Our bar is ready.


Now we will make bar stools. In this end choose Create>>>Draw Cubic by CVs.


Draw back(rest) section using grid snaping.


Choose Primitive>>>Curve>>>Circle.


Set Circle radius to 0,1. It will be section of aou back(rest).


Rotate our section to 90 degrees in X axis.


Click right mouse button to "Transform" to open menu from which we will choose freeze All Transforms.


Our section don't remember previous settings. Rotation in X axis is now 0. It has gerat importance with Wstruding and similar modifications. We encourage to tests.


Select section and choose Create>>>Poly. Mesh>>>Extrusion>>>V span set on 1.


As we can see it's little angular. It's result of sampling Subdivision>>V span set on 1.


Set V span on 10.


As we can see on schematic view Polymesh 3 is connected with rest curve. Changing curve we can relative change our back rest!


For edition of our rest we will use Proportional modification. Choose Modify>>>Component>>>Proportional.


Now choose proportional setup. Select two upper Curve points of our Rest and having selected translation (otherwise you will not see effect) set distance limit in our Proportional settings. As you can see point colors are changing from red to blue.


Tranlate to showef position. As you can see our rest is bending back.


Hide our reference objects.


Move rest from the bar.


We are using similar technique we are making 2 toruses on rest and leg support (caertainly we can make it using get>>>primitiwe>>>surface>>>torus but we are encourage to practise "Extrusion Along Curve" comend).


Choose primitiv Null.


Click parent ( you can find it Constrain bookmark on right side of layout) and connect objects by clicking on rest and two toruses. Next click "esc" to exit from Parent settings.


Choose another Circle - which will be used to make base.


Curve to Mesh function - to make a base solid.


Choose Edge selection. Pressing "E" go to edge sub-selection and by pressing "Shift+Ctrl" and clicking on edge - entire edge of object is selecting.


Give the curvature to edges using "Bevel op".


Connect our base to the Null using parent function. For Null give the name: Bar_chair_roots.


Right clicking on " Bar_chair_roots" select whole tree. Use hotkey "Ctrl+D" to copy stools.


Is should looks like that. That's all my dears. We are making and appointment with interior decorator for tomorrow.
GO to part >>> | 1 | 2 |

Specjal thanks to Michal Rogozinski '3d visionary' for translate.

all rights reserved 2004 @Evermotion Team