Candle stand modeling question

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP












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enter image description here



How to model this stand? I've tried to use curve, but it doesn't look right.enter image description here










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    3












    $begingroup$


    enter image description here



    How to model this stand? I've tried to use curve, but it doesn't look right.enter image description here










    share|improve this question











    $endgroup$














      3












      3








      3


      1



      $begingroup$


      enter image description here



      How to model this stand? I've tried to use curve, but it doesn't look right.enter image description here










      share|improve this question











      $endgroup$




      enter image description here



      How to model this stand? I've tried to use curve, but it doesn't look right.enter image description here







      modeling






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      edited Feb 19 at 10:19









      batFINGER

      25.5k52876




      25.5k52876










      asked Feb 19 at 9:16









      Andrey KlestchevAndrey Klestchev

      808




      808




















          2 Answers
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          4












          $begingroup$

          This seems to work fine:



          • Create a cylinder (12 vertices), put its origin to its bottom.

          • Duplicate it with a shiftDenter.

          • Rotate the copy 120° on the Y axis (or whatever angle).

          • Duplicate the second cylinder and rotate it 120° on the Z axis.

          • Again create a fourth cylinder and rotate it 120°.

          • Now use some Boolean modifiers to merge these 4 cylinder.

          • Remove doubles to make the final object clean. You should not have any vertices inside your mesh but if it happened just delete them.

          enter image description here






          share|improve this answer











          $endgroup$




















            2












            $begingroup$

            Alt + C (Convert to Geometry) Delete bad intersecting faces, rebuild (re model). There´s no way around to bypass this bad geometry issue you have with the skin modifier since there´s not the necessary number of polygons between intersections, not even if you scale them.



            Convert the mesh. Recreate patches to the leg.






            share|improve this answer











            $endgroup$












            • $begingroup$
              Please don't ask for upvotes in your posts, and eliminate any extraneous text not part of the answer. If you must do it in the comments
              $endgroup$
              – Duarte Farrajota Ramos
              Feb 19 at 11:57










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            2 Answers
            2






            active

            oldest

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            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            4












            $begingroup$

            This seems to work fine:



            • Create a cylinder (12 vertices), put its origin to its bottom.

            • Duplicate it with a shiftDenter.

            • Rotate the copy 120° on the Y axis (or whatever angle).

            • Duplicate the second cylinder and rotate it 120° on the Z axis.

            • Again create a fourth cylinder and rotate it 120°.

            • Now use some Boolean modifiers to merge these 4 cylinder.

            • Remove doubles to make the final object clean. You should not have any vertices inside your mesh but if it happened just delete them.

            enter image description here






            share|improve this answer











            $endgroup$

















              4












              $begingroup$

              This seems to work fine:



              • Create a cylinder (12 vertices), put its origin to its bottom.

              • Duplicate it with a shiftDenter.

              • Rotate the copy 120° on the Y axis (or whatever angle).

              • Duplicate the second cylinder and rotate it 120° on the Z axis.

              • Again create a fourth cylinder and rotate it 120°.

              • Now use some Boolean modifiers to merge these 4 cylinder.

              • Remove doubles to make the final object clean. You should not have any vertices inside your mesh but if it happened just delete them.

              enter image description here






              share|improve this answer











              $endgroup$















                4












                4








                4





                $begingroup$

                This seems to work fine:



                • Create a cylinder (12 vertices), put its origin to its bottom.

                • Duplicate it with a shiftDenter.

                • Rotate the copy 120° on the Y axis (or whatever angle).

                • Duplicate the second cylinder and rotate it 120° on the Z axis.

                • Again create a fourth cylinder and rotate it 120°.

                • Now use some Boolean modifiers to merge these 4 cylinder.

                • Remove doubles to make the final object clean. You should not have any vertices inside your mesh but if it happened just delete them.

                enter image description here






                share|improve this answer











                $endgroup$



                This seems to work fine:



                • Create a cylinder (12 vertices), put its origin to its bottom.

                • Duplicate it with a shiftDenter.

                • Rotate the copy 120° on the Y axis (or whatever angle).

                • Duplicate the second cylinder and rotate it 120° on the Z axis.

                • Again create a fourth cylinder and rotate it 120°.

                • Now use some Boolean modifiers to merge these 4 cylinder.

                • Remove doubles to make the final object clean. You should not have any vertices inside your mesh but if it happened just delete them.

                enter image description here







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited Feb 20 at 3:01

























                answered Feb 19 at 10:14









                moonbootsmoonboots

                12.6k21023




                12.6k21023























                    2












                    $begingroup$

                    Alt + C (Convert to Geometry) Delete bad intersecting faces, rebuild (re model). There´s no way around to bypass this bad geometry issue you have with the skin modifier since there´s not the necessary number of polygons between intersections, not even if you scale them.



                    Convert the mesh. Recreate patches to the leg.






                    share|improve this answer











                    $endgroup$












                    • $begingroup$
                      Please don't ask for upvotes in your posts, and eliminate any extraneous text not part of the answer. If you must do it in the comments
                      $endgroup$
                      – Duarte Farrajota Ramos
                      Feb 19 at 11:57















                    2












                    $begingroup$

                    Alt + C (Convert to Geometry) Delete bad intersecting faces, rebuild (re model). There´s no way around to bypass this bad geometry issue you have with the skin modifier since there´s not the necessary number of polygons between intersections, not even if you scale them.



                    Convert the mesh. Recreate patches to the leg.






                    share|improve this answer











                    $endgroup$












                    • $begingroup$
                      Please don't ask for upvotes in your posts, and eliminate any extraneous text not part of the answer. If you must do it in the comments
                      $endgroup$
                      – Duarte Farrajota Ramos
                      Feb 19 at 11:57













                    2












                    2








                    2





                    $begingroup$

                    Alt + C (Convert to Geometry) Delete bad intersecting faces, rebuild (re model). There´s no way around to bypass this bad geometry issue you have with the skin modifier since there´s not the necessary number of polygons between intersections, not even if you scale them.



                    Convert the mesh. Recreate patches to the leg.






                    share|improve this answer











                    $endgroup$



                    Alt + C (Convert to Geometry) Delete bad intersecting faces, rebuild (re model). There´s no way around to bypass this bad geometry issue you have with the skin modifier since there´s not the necessary number of polygons between intersections, not even if you scale them.



                    Convert the mesh. Recreate patches to the leg.







                    share|improve this answer














                    share|improve this answer



                    share|improve this answer








                    edited Feb 19 at 11:57









                    Duarte Farrajota Ramos

                    33.9k53980




                    33.9k53980










                    answered Feb 19 at 9:41









                    Pierre SchillerPierre Schiller

                    848217




                    848217











                    • $begingroup$
                      Please don't ask for upvotes in your posts, and eliminate any extraneous text not part of the answer. If you must do it in the comments
                      $endgroup$
                      – Duarte Farrajota Ramos
                      Feb 19 at 11:57
















                    • $begingroup$
                      Please don't ask for upvotes in your posts, and eliminate any extraneous text not part of the answer. If you must do it in the comments
                      $endgroup$
                      – Duarte Farrajota Ramos
                      Feb 19 at 11:57















                    $begingroup$
                    Please don't ask for upvotes in your posts, and eliminate any extraneous text not part of the answer. If you must do it in the comments
                    $endgroup$
                    – Duarte Farrajota Ramos
                    Feb 19 at 11:57




                    $begingroup$
                    Please don't ask for upvotes in your posts, and eliminate any extraneous text not part of the answer. If you must do it in the comments
                    $endgroup$
                    – Duarte Farrajota Ramos
                    Feb 19 at 11:57

















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