Modeling Objects in Carrara - Q&A - Come One and All

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  • DiomedeDiomede Posts: 12,130

    Diomede said:

    Here is a similar mug.  The scale of the handle is not very practical but the basic mesh is similar and uses the same principles.  

    I will post a series of steps on how I got there.  This isn't ideal in terms of total mesh density, or the quickest in number of steps, but it works.

     

    aa35 mesh of a mug would have to edit to taste size and width of handle.jpg
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  • DiomedeDiomede Posts: 12,130

    Too strange.

    @BrotherGrim - I made a bunch of screenshots.  Some are not posting.  Some post then disappear.  Others appear attached a different post.

    Argh.

    I have scooped them all up and placed them in a single zip file.  I will try to attach the zip file because the zip with the mesh posted.

    See attached.  The names of the screenshot files should help put them in order and explain what they do, sort of.

    zip
    zip
    Collection for Mug Zip.zip
    4M
  • brother grimbrother grim Posts: 90

    Thank you very much for all your help and time. I'm working on the final version and render now.

  • DiomedeDiomede Posts: 12,130
    edited May 5

    UVMapping.  I forgot to UVMap my tutorial mug before including in the Zip file.

    There are many different ways to UV Map the mug.  After doing some minor edits to my handle to make it less thick, I uvmapped the resulting mug using seams and pins.  The base of the mug is a cylinder so you could use a projection preset instead.  But here is a screenshot of my mug uvmap.  I selected the outer bottom horizontal edge and hit loop to get the first seam.  I repeated for the outer top loop.  I repeated for inner top and bottom loops.  I put a vertical seam on the inside and outside of the mug by the handle, assuming that the handle would help hide any effects of the seam.  For the handle, I selected the loops where the handle intersects the mug and created seams.  I created four more seams for the handle, to separate the left and right sides, and for the outer and inner faces.  I also placed a few pins.  For the main mug, I selected two horizontal vertexes on the outside and two on the inside and created pins.  I then unfolded the uvmap and all the islands were made very small along the bottom of the uvmap.  I selected each individual UV island and scaled and arranged them on the map.  You can see that I placed the main outer mug map at the top with the upper part nearest the upper edge of the map.  

    aa17 uvmap.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 12,130
    edited May 5

    Quick Layer Mask

    Can easily texture the mug.  I changed the base color to a light blue.  I did a quick search on the interent for a meme for coffee png.  I chose one to use purely for the educational purposes of this tutorial.  The texture room has a preview of the model.  Expand that preview box to get a good look at the mug model.  In the upper left, there are tools to create layer masks.  Choose the rectangle tool and draw the area on the mug that you want to place the meme.  The shader tree will add a new layer near the bottom.  It has a channel for the shader and another for the opacity mask.  I set the layer shader to a standard multichannel mixer.  In the color channel, I selected texture map and loaded the coffee meme image.  I also loaded the same image in the opacity mask channel.  In the opacity mask channel I checked the box to invert the volor, which makes the white background black and eliminates it.  

    Post edited by Diomede on
  • DiomedeDiomede Posts: 12,130
    edited May 5

    A quick way to get coffee for the mug.

    Select the mug and enter the vertex modeler.  Select the bottom polygons and use the plus key to increase the selection up the interior of the mug until you are at the height you want.  

    - COPY

    - PASTE (note, I pasted into new vertex object, but you can paste in the same).

    - Select the top edge loop of the new pasted mesh.  FILL POLYGON.  You should now have an NGon at the top of your coffee that perfectly fits your mug (match smoothing, if any).  

    - Use the standard tools to address the N-Gon.  I suggest extruding with shift very slightly to get a flat edge loop near the edge of the mug.  Repeat again and lower the result very lightly.  This will result in the liquid clinging slightly up the inside of the mug.  Repeat a flat extrude again to get another edge loop. 

    - Then tesselate vertex to center. 

    - UVMap the coffee cylender, but what matters most is the top face.

    - Pick a color for the liquid and do a test render.

    - If in separate objects, parent the coffee to the mug and group them.

    bb03 rectangular layer.jpg
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    bb04 draw square on side of mug preview.jpg
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    bb08 copy meme to opacity mask and invert color.jpg
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    bb06 choose texture map for color and pick the coffee meme png file.jpg
    1254 x 943 - 215K
    bb09 test render with opacity mask.jpg
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    cc for coffee select mug inside bottom and hit plus until as high as want cofee.jpg
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    cc04 fill polygon.jpg
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    cc06 repeat really small.jpg
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    cc07 move top down a little.jpg
    1008 x 880 - 88K
    cc08 another flat extrude.jpg
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    cc10 new shader domain coffee.jpg
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    cc13 coffee in the mug.jpg
    640 x 480 - 12K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 12,130

    Still getting my attachments scattered across my posts.  Hmmm.

  • brother grimbrother grim Posts: 90

    Wow. Thanks for all of this you've have gone above and beyond Diomede.

  • StezzaStezza Posts: 6,150

    very helpful @diomede awesome yes

  • MystiaraMystiara Posts: 38,107

    there was thread showed how to pivot a piece of tube into like a candy cane?

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