Need help modelling a tea holder

That Other PersonaThat Other Persona Posts: 381
edited July 2014 in Carrara Discussion

Hi all. It's been a couple of months since I last modelled and I seem to have forgotten everything, again. I need some help with a special container for tea.

Google "tea ceremony usuki"

I want the base and the top to fit together and have thickness (the base has a lip that fits up inside the top). When I do this and smooth it, I get a bowed shape in the lip. The top of the base and the bottom of the top need to be flat. I have played with creasing and smoothing but am not getting a good result.

Any ideas?

I don't need (but it would be really nice to have) any design on the shell. A solid color is fine.

Post edited by That Other Persona on

Comments

  • DUDUDUDU Posts: 1,945
    edited December 1969

    It would be nice if the smoothing applies only to the selected vertexes.
    In your case, I believe that you would have to made separated objects, but my knowledge in modeling is limited…

  • That Other PersonaThat Other Persona Posts: 381
    edited December 1969

    Two or ore models... that's an idea, but I really would hope that Carrara could handle this...

  • DUDUDUDU Posts: 1,945
    edited December 1969

    Have you tried to make your object with polylines ?
    You have also another possibility, not smoothing, but use the fillet tool to round the angles...
    There is a smooth tool but I don't know how use it.

  • DUDUDUDU Posts: 1,945
    edited December 1969

    Here a quick use of the fillet tool...

    Fillet_tool.JPG
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  • ncampncamp Posts: 345
    edited December 1969

    Here is a quick one. Took about 5 min.

    Went into the vertex modeler. Added a sphere.

    Went to front view and selected a portion of the top of the sphere.

    Copied the selected to and pasted it. Moved it aside.

    Deleted the top of the original sphere.

    Used soft select to refine the shape of the top and bottom.

    Added thickness

    Selected the inside ring of the bowl base and extracted along to make another ring.

    Selected that ring and extruded them up (check the link polygon button) for a lip.

    You could do the same with a cylinder.

    ncamp

    TeaBowl.jpg
    640 x 480 - 16K
  • ncampncamp Posts: 345
    edited December 1969

    I selected the polyline at the outer base of the lip and told it to crease edges and got a much better lip.

    Lip_Detail.png
    640 x 480 - 96K
  • RoygeeRoygee Posts: 2,247
    edited December 1969

    I've not found a decent reference pic by Googling - this was made from memory of the original link you posted.

    If this is something like you were wanting, what I did was :-

    1. In the VM, insert a sphere, oriented on the Z axis. Stretched it to a rugby ball shape by scaling on the Z aix.

    2. Selected the bottom two rows of verts and scaled them to 0 on the Z axis. Did the same with the top two rows of verts. This give flat tops and bottoms.

    3. Selected a row of edges about two-thirds of the way up and did an extract around; deleted the original edge loop. Took the top portion and set it aside - important for splitting the model later.

    4. Gave each portion the same thickness. In each portion in turn, selected the inner edge loop and did an extract along to dissect the face loops.

    5. For the bottom, selected the new inner face loop and extruded upwards on the Z axis. For the top, selected the outer face loop and extruded downwards on the Z axis.

    6. Selected all the edge loops as shown in yellow and made them creased.

    7. Gave the model a render smoothing of 1. Split the model in the assembly room and posed it.

    Many ways to achieve the same result :)

    tea2.jpg
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    tea.jpg
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  • TangoAlphaTangoAlpha Posts: 4,584
    edited December 1969

    I started with a cylinder...

    Scale the segments to get the outside shape (set smoothing to at least 2)
    Delete the top circle
    Select all, then Add thickness (-ve value for "inside")
    Select one of the top rings (just click one edge and loop around) then use Extract Along to get a new ring halfway between the inner and outer edge.
    Repeat, so you have two new rings very close to each other
    Select the inner ring and drag it down (or select the outer ring if you want the lip to go the other way)

    It took longer to type this than it did to do it!

    Screen_Shot_2014-07-16_at_00.27_.16_.png
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  • That Other PersonaThat Other Persona Posts: 381
    edited July 2014

    Thanks for the replies everyone.

    First off I am trying Roygee's method, but I do not get the same results. Must be doing something wrong.

    You can see the bow in the lip.

    bad_a.png
    1011 x 695 - 154K
    Post edited by That Other Persona on
  • That Other PersonaThat Other Persona Posts: 381
    edited December 1969

    Ok. Kept playing around and got this, which will do (I need to present something today).

    I got the base right and then duplicated it and flipped it to make the top, which I then squashed. The colors, though, aren't the same... I'll just make them different altogether for today.

    Thanks everyone.

    usuki_b.png
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    usuki_a.png
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  • That Other PersonaThat Other Persona Posts: 381
    edited December 1969

    And here it is with tea inside. The other props are from the Daz store: Merlin's Chanoyu.

    tea_z.png
    539 x 518 - 320K
  • DiomedeDiomede Posts: 15,165
    edited July 2014

    People have shown several good options, so use whatever you are most comfortable with. I started with the smooth interpolated polyline and used the lathe function to get the basic shape of the bowl with the lid on it. I like this method because you can easily add a base for the bowl or a handle to the lid. I then highlighted and copied the polygons in the top part of the object and pasted them into a new vertex object. I then returned to the original vertex object and deleted the polygons that I had copied into the new object. Remember to delete the polyline. At this point, I have a bowl and a lid that fit each other, but are too thin. Before you add thickness, decide how the two parts will fit together. Is the extrusion from the bottom or the top, or both? Use extrude or fill to get the lip that you want. Finally, add thickness and apply smoothing.

    Note - the polyline tool takes some getting used to. To get a straight stretch, like I did for the bottom base, I added more points to the polyline bottom than you would think would be necessary.

    Only took a few minutes.

    4_render.jpg
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    3_extrude_lid.JPG
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    2_copy_lid.JPG
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    1_interp_curve_polyline.JPG
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,165
    edited December 1969

    And here it is with tea inside. The other props are from the Daz store: Merlin's Chanoyu.

    Looks great. You posted that while I was typing. Ignore my post.

  • That Other PersonaThat Other Persona Posts: 381
    edited July 2014

    Thanks. BTW, nice pot!

    I'll try your method, too!

    Post edited by That Other Persona on
  • That Other PersonaThat Other Persona Posts: 381
    edited July 2014

    New version with mahogany shader.

    Note: I discovered the cause of the bow in the lip above: I was not applying crease to just one vertex loop at a time. On the new version, I did just one at a time and presto!

    This version only took ten minutes, including playing around with the shape of the tea. The tea uses a simple mixer with two shades of green and spots; bump is also set to spots and all other settings are set to none, as it needs to be flat in color.

    tea_z2.png
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    Post edited by That Other Persona on
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