Welcome back to the PJ Che design. Today we are going to talk about how to
make the model for this snail. it's gonna be long, so I separated this video into
part 1 and part 2. Are you ready let's get started!
let's use the command "picture" to bring in the picture that I found online as a
reference right there. As you can see it is going from really small to really big
as a spiral structure right there, so let's go to the top view to decided how thick
this piece is going to be. I'm kind of roughly about 10 mm there.
and I'm going to creating arc over there something like
that. The reason to have this arc here is because I'm going to creating a surface
by using the revolve command, and we want to revolve this line there
and want to revolve 360 degrees. As you can see in the picture - it is about
three and a half to four turns over there. I'm going to join at the front view
we are going to use this spiral over there, and for the spiral, we want to make
sure it is flat. So starting with here and it's about 3.5 turn. I'm
making a spiral right there and as you can see it's completely flat to the
construction plane. The next steps, we are going to projected this curve to the
surface. The reason I'm doing that is because that allows me to create this
spiral is kind of a gradually increasing size and they will fit into the
structure better. Now I can delete this one, and this will be the
the curve we are using. So let me go-ahead to edit this one as well.
basically if we creating a pipe and we can pipe it from
this too small to something really big. and we can roughly get the structure
like that, but it's hard to control the distance in between. so I come up the
the idea instead of using pipe I'm going to use the sweep command. First of all, the
sweep 2 rails. we need to have two rails there, so that will be the second rail
I'm creating. ideally, I'm going to use this is a rail. this is another rail. and
one is going down and the other one is turning so it will fit into the nature
structure better. So the first things I wanted to do is to create the cross
section and I'm going to snapping to this point to that point. Be really
careful at the end. it's kind of turning like that, so we probably don't want that
and but there's so many control points there, so I simply just going to
use the split command, and using the point to get rid of the very button turn
over there. just delete it. Now we have something like that. Let's
give it a try. We're going to use the sweep 2 rails, and this is a rail one,
this is a rail two, and we're gonna go cross-section here, and we'll get
something like this. this is really close to what we want
to have there, but be really careful it's kind of coming back
over there it doesn't look too good, and by the way, you have no control the end
what does it look like. So what we wanted to do is edit up another circle, and this
the circle is actually will be the end that we want to exactly certain size, so that
is the size we want. Make sure you have a history record, and let's do one more time.
we wanted to sweep 2, rail one, rail two,
cross-section here, and make sure it is align with the seam, and the arrow is all
facing the same direction, and we got something like that. It's much better at
the end. So it doesn't have that flare of surface.
if you like the surface you just click okay. If you don't like it, you
feel like you need to make it a little bit bigger. Since we record the history, so
we can keep changing, and make it bigger or make it smaller, or moving inside a
a little bit more or outside. So that will allow us to play around or
even turning into a more oval look. so you can keep changing to whatever
that you like. Once you like everything, let's go-ahead to use the cap
command. So we can close it. Double make sure right here.
on the property, make sure on the right bottom on the property, it says
closed solid polysurface there. Now we have this shape is
ready to notice one thing. When you are doing the rendering it might be okay
because you can just have that to do the render. but the thing is when you send it
out for print that's turning into the ghost view. It's a lot of a surface in
the middle. When you have something in the middle you might have a hard time to
print them because you are reading as an error. so the way to get rid of the
middle surface. The easy ways to do is creating a curve right in the middle
straight line, and with this straight line we want to split the whole things
with this straight line right there. so if I hide it half of them that you're
going to see I have a bunch of open surfaces there, so what we wanted to do is
we gonna pick up everybody and use the cap command and we want to cap each of
them become a solid there, so you can click on individually and make sure they
all solid. The same thing we are going to do on the other side is we're gonna pick
up everybody over there as well, and use the cap command.
Now they are multiple individual solid there, we can select
everybody and use the Boolean Union so now it will get rid of the middle part
and become an one single piece and double check again is a closed solid polysurface
To make it look a bit nicer, you might want to creating a ball or sphere
and you want to use a diameter on the sphere and matching the quadrant to the
quardrant. so, that way you will drop a ball there and if you look at the
render, it will look nice as it's coming into a round and instead of an
open cap, so then we only need to do is to Boolean Union one more time. Now we
will have this structure. I hope you enjoy the video and next video we are
going to talk about this really organic shape of the body, and to go with the
shell we made it today. if you find this video is really helpful, consider to join
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membership program, so don't forget to watch the part 2 next week. I hope you
enjoyed today's video. see you next!