Candle stand modeling question

Clash Royale CLAN TAG#URR8PPP
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How to model this stand? I've tried to use curve, but it doesn't look right.
modeling
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add a comment |
$begingroup$

How to model this stand? I've tried to use curve, but it doesn't look right.
modeling
$endgroup$
add a comment |
$begingroup$

How to model this stand? I've tried to use curve, but it doesn't look right.
modeling
$endgroup$

How to model this stand? I've tried to use curve, but it doesn't look right.
modeling
modeling
edited Feb 19 at 10:19
batFINGER
25.5k52876
25.5k52876
asked Feb 19 at 9:16
Andrey KlestchevAndrey Klestchev
808
808
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2 Answers
2
active
oldest
votes
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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.

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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.
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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
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– Duarte Farrajota Ramos
Feb 19 at 11:57
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
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.

$endgroup$
add a comment |
$begingroup$
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.

$endgroup$
add a comment |
$begingroup$
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.

$endgroup$
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.

edited Feb 20 at 3:01
answered Feb 19 at 10:14
moonbootsmoonboots
12.6k21023
12.6k21023
add a comment |
add a comment |
$begingroup$
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.
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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.
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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.
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
add a comment |
$begingroup$
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
add a comment |
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