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hey all. i've been trying to model an armored arm, with the intention of 3d printing it, and i'm finding it difficult to get the shapes i want with good design practices. i've attached my reference photo as well as a couple photos of my process so far.
- to me, it seems easiest to capture the complex curves with t splines and sculpt bodies.
- a quad ball seems similar in shape to the shoulder piece, so i start there. that i slowly pull at the faces, constantly comparing to the side and (sorta kinda) front views i have.
- in trying to match the severe curves of the top ridge, and the angular opening where it meets the arm, i find the geometry gets pinched and inconsistent, especially around the front of the shoulder.
beyond the wonkiness of my sculpted quadball, i'm also trying to figure out the best way to get the hard angles of the opening, both where it meets the shoulder and where it opens up at the bottom to the arms. i'm thinking that, after i get a sculpted body i like, i could draw a spline along the side view and split the body, then shell the result.
drawing a spline and splitting the body
what would your approach be? i'm not married to a sculpting solution, though it seems the most likely path. i feel like i'm vastly overthinking what should be a relatively simple model.
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