Hello everyone welcome back to PJ Chen Design Channel today we are going to
talk about some surface tools, and how to make the shoes. I'm sorry I cannot help
has to turn them into the metal! Are you ready! Let's get started!
there are a lot of images you can trace on depends on your design, and I'm not a
shoes designer. I'm just wanna use a Rhino to discuss
the surface, but you can trace on any of those profile to starting with your
design. Since I'm not a shoes designer, I'm going to grab an image online that
to start with this profile. We don't have to go exactly like this, but
we kind of need to get understanding for what the shape is going to look like. I
will suggest you to trace not just directly. We always want to trace the
line over. That means starting with this one, and kind of going from here.
Again today's demonstration is for understanding the surface editing, so we
may not necessary to do exactly the same design. If you are doing the design
for your own, you probably want to make sure that you trace exactly. So I
got that two lines there, and I actually want to cross over and to trace this
bottom line. I do not want that little bit heel there, so I'm going to do
something like this, and then I also wanted to do a curve roughly look like
this. So this will be the profile that we have, we also want to design
something like the button sole, so I'm going to trace over. By the way, this
shoes look pretty painful. I'm not so sure that a human can wear this one.
Anyway we are going to, wow really painful, anyway this for
the demonstration. I'm going to delete this one right there.
So this is my profile, and this is you know where from the top view is
supposed to be. So I'm going to rotate that one since this is for the top view.
let's go ahead to rotate it 90 degree, and also rotating 90 degree here, so that
way we can use as a top view. We wanted to make sure the point that we have here
and have here is aligned with the point that we have on the front view. So the
comment we are going to use it's called Orient 2 Point, so we want to orient at
this one from the two point, and we want to make sure is scale 3D and then we
want to coming here to to perspective. We want to snapping into those cross point.
Let me stretch them into here. Now we got this one and that one. Now we
have this, we also need to find out where the top opening is. So I'm gonna go into
all four views, and then we are gonna come over here. Use the oval and again I
don't know what exactly the shape the topping should look like, but we're just
gonna use an oval to represent it and you can change it for whatever your
design is. Now we have this. We have that. We just need to make sure that
this two straight closed curves. They should follow this curve and the curve that we
have on the top to fit our design. So the command we are going to use is
Curve from 2 Views. I gonna click this one and that one, and that automatically
create that one. We're gonna do one more time, we'll click one entry and then that
will create this curve over there. Now we are just temporary going to hide
the original curve, so it doesn't bother us. Now we have this, we can
create their surface, if we are creating a surface by sweet 2.
For example we are going to use a sweep 2 rail.
and you have cross-section here in cross-section there and you also want to
close the sweep. So let's see what happened. You will have it cross over
there right. So sweep 2 may not work in this case. It's because there's some
really tight areas really pointed, painful at the same time over there.
I'm going to move that one to there for the comparison. If we are not using the
sweep 2. The only choice left is for the curve network, but for the curve network,
If you look at the front view, you do have the profile here and here on the
side view. But the front view that was nothing there. So our shoes won't
have volume. It will be like really flat, so we want to come over to the right view,
and let's creating the profile. I'm going to draw some sort of bump curve
from the side, and again if you are shoes designer you know what that
profile should look like. I'm just doing here for any of the pumping profile. okay
so we are going to use the same command. Let's go into orient 2 point, and
we're gonna go from here to here. This time, we do not want to copy and we do
want a 3d scale. Let's snapping into the quadrant there, and we want to look at
all 4 views so that way we want to make sure is as straight as
possible. I want to snap over there. We want to orient it again.
Snapping into the point one, point two, come over here to the quadrant, and we
want to make it as straight as possible by looking at the top view.
then we have a other profile there. Okay so now we can do the curve network.
Let's take a look. We're gonna do the curve network, and we're gonna pick in
the older. One, two, three, and four, and we're gonna pick the top and bottom.
And then we get something like this. It is really nice and smooth. It's fitting into
whatever we like. so now we have the shoes here. if you
have some really tight area, for example, right at this area. If it is getting
really like folding, what you can do is you can also rebuild the surface. Once you
rebuild and turning into the smaller point, then you're going to see, it is lot
more smoother surface. okay so it depends on what you like to do. Now what I like
to do is I'm going to pick up this one, and this one, and we need to close it. so
let's go to this surface. extrude straight. Now we have
those surfaces. Let's see if we can trim the surface by this shoes there. Let's
go ahead to trim this area and that area. The reason that it cannot trim
is because it doesn't intersected all the way, and that's because we are
creating the surface with a curved network. So they may not be hundred-percent
attached to the edges. So you might want to keep in mind that's the
possibility, if that is the case, I'm going to move this one up 0.5
and move this one down 0.5, so that way, we have it intersect.
We are going to pick up our shoe, and trimming all the extra first on those
surface. Then we have this surface that we we pick both top and
also the bottom.
and we want to go to the front view, and let's trim off the extra on the top, and
we also want to trim off the extra on the bottom, and let's go ahead to join
all of them. If you look at the property, it says a closed solid polysurfaces.
To make it hollow, we can do is using the shell command, and we want
to remove, let's say 0.3 maybe good, so I'm going to click this surface, and remove
the 0.3 there. since this is really pointed, you make sure you don't want a
thickness is too thick. You might end up with not solid. Okay so this is a
closed solid polysurfaces. so I'm going to do is delete this curve, and kind of
wanted to duplicate this edge there. okay let me move that into other
layer, and change the color. It is easier to see. We're gonna turn off the original
layer. This is where exactly on the edge. I'm going to cut it off by
drawing a straight line here, and then Let's trim off this part, this part,
and this part. I need to move it this one down there. and we can join it so I want
to come in to the top view, and project to the c-plane, and we don't want to
delete the input. So this is the one is going to be narrowed down, and
if we look at the top, it's kind of... it's getting inside of a shoe, so I'm
going to bring it down to somewhere close to the bottom here. To be
sure, we want to align to the bottom, and make sure we align over there.
Now I have one over there, one over there on the top. If you do want to just use
the loft, and you can go from here to here. What are you going to get is a
straight down hill, and if that work for you, that will be fine. If it doesn't
work for you, I'm going to move this one here. What we can do is we can
make the curve much nicer. Let me use this curve to trim out this curve first.
And I'm going to draw another curve close to the middle midpoint, and we are
going to use a command call blend. We are going to blend from this edge to
this edge. So that way it will give me a really nice curve over there.
For the inside one, we could just freehand drawing for whatever curves are
you going to use, and just kind of coming over here, and make sure you're
snapping into the middle. Now we have a new two profiled to use. We're
gonna use a sweep two rails. This is rail one, rail two, and we're gonna go from
that curve and go into the bottom curve. We will get something like this.
So it's is flow with the form better, and we can just simply just cap
it okay. Now we have that one. It's almost done but in some shoes you may
need to have opening otherwise your feet will not able to get in. I simply just
kind of draw a line right here, right here, and depends on how big of the
opening that you wanted to have for your shoes. And again, you can change it
if you don't like it, but basically what I like to do is have that and just trim the
center off. Once I have that opening there, I'm going to use the same
curve, and we are going to extrude a curve straight, if you ever have
something like that. That means your original curve wasn't straight.
I didn't see it. Now I see it. Let's go ahead to the front view, and
Project to Cpalne. That's the easiest solution for it. Once you have
that, we are going to extrude a curve straight, and then we won't have problem
to go into the odd position okay. We're gonna use a shoes as a cutting
object, and we're gonna trim those, and then we can kind of join back, so they
will be solid again. The rest of it, you could boolean them, or you will
keep it separately so you can assign different material. I would like to give
a special thanks for Josja, Ted and a friend I'm sorry I don't know how to
pronounce your name. I really appreciate your donation that is going to help me
to improve my channel, buying the equipment and updated software that I
need for better YouTube video. And thanks everybody for your watching.
I hope you enjoy the video, and I'll see you next!