Complex Oval Shape












2












$begingroup$


enter image description here



How would you go about creating a model for something like this?



firstly, the odd oval-ish shape.



secondly, the flat rim part outlining the top circular shape.



enter image description here



I was messing with an oval-ish cone shape as a cut out, but its just not working so well, I'm relatively new.



Please advise on the HOW, I don't want it done for me. Thank you










share|improve this question







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cranial3 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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    2












    $begingroup$


    enter image description here



    How would you go about creating a model for something like this?



    firstly, the odd oval-ish shape.



    secondly, the flat rim part outlining the top circular shape.



    enter image description here



    I was messing with an oval-ish cone shape as a cut out, but its just not working so well, I'm relatively new.



    Please advise on the HOW, I don't want it done for me. Thank you










    share|improve this question







    New contributor




    cranial3 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.







    $endgroup$















      2












      2








      2





      $begingroup$


      enter image description here



      How would you go about creating a model for something like this?



      firstly, the odd oval-ish shape.



      secondly, the flat rim part outlining the top circular shape.



      enter image description here



      I was messing with an oval-ish cone shape as a cut out, but its just not working so well, I'm relatively new.



      Please advise on the HOW, I don't want it done for me. Thank you










      share|improve this question







      New contributor




      cranial3 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.







      $endgroup$




      enter image description here



      How would you go about creating a model for something like this?



      firstly, the odd oval-ish shape.



      secondly, the flat rim part outlining the top circular shape.



      enter image description here



      I was messing with an oval-ish cone shape as a cut out, but its just not working so well, I'm relatively new.



      Please advise on the HOW, I don't want it done for me. Thank you







      modeling






      share|improve this question







      New contributor




      cranial3 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      share|improve this question







      New contributor




      cranial3 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      share|improve this question




      share|improve this question






      New contributor




      cranial3 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      asked 20 hours ago









      cranial3cranial3

      132




      132




      New contributor




      cranial3 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      New contributor





      cranial3 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      cranial3 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






















          2 Answers
          2






          active

          oldest

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          6












          $begingroup$

          The more geometry you have, the more places you have to make the form uneven, so it makes sense to go with the minimum amount of geometry you can have to still keep the form at the beginning. Subsurf modifier seems fit for modeling this kind of form, also solidify will make things a little bit simpler:



          Oval Bed



          Note that if you use solidify, you have Crease controls so you can make the rim edges sharper. You may even want to use full crease of 1 for both Inner and Outer properties of the modifier with less subdivisions, then Bevel modifier controlled by edge angle to have more control over them and one final Subsurf to add the needed smoothness for overall form.



          In the GIF I am using active element as the pivot point for transform operations. It can be set in the Header of the 3D View. You can see me deselecting some selected vertex and then selecting it again to make it the active element as well:



          enter image description here






          share|improve this answer











          $endgroup$













          • $begingroup$
            How did your rotation on Y after the 1st extrusion move the whole edge loop like that? is there a setting i missed?
            $endgroup$
            – cranial3
            11 hours ago










          • $begingroup$
            Sorry I didn't make it clear the first time - see the edited answer.
            $endgroup$
            – Martin Z
            11 hours ago



















          2












          $begingroup$

          You can use a modifier-based approach.



          Start from a plane, and use mostly extrude E and transformations (I've worked mostly in Edge select mode, extruding the left,right,back edges and not the front edge, that I have extruded separately only at the end).



          See here the wireframe:



          enter image description here



          The smooth mesh was obtained using a Subdivision Surface, a Solidify and a Bevel modifier:



          enter image description here



          Since the model is less thick on the top, the Solidify modifier makes use of a Vertex Group where the bottom vertices are Assign-ed for 100%, while the top ones only for 30%. Subdivision Surface smooths out these values:



          enter image description here






          share|improve this answer









          $endgroup$













          • $begingroup$
            PS minutes 1:30 through 9:30 of this video by Zacharias Reinhardt might be of help (maybe not for this particular project, but it sets a good mind frame for this kind of stuff). By the way, my workflow in this answer is not exactly the one he is advising.
            $endgroup$
            – Nicola Sap
            19 hours ago













          Your Answer





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          2 Answers
          2






          active

          oldest

          votes








          2 Answers
          2






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          6












          $begingroup$

          The more geometry you have, the more places you have to make the form uneven, so it makes sense to go with the minimum amount of geometry you can have to still keep the form at the beginning. Subsurf modifier seems fit for modeling this kind of form, also solidify will make things a little bit simpler:



          Oval Bed



          Note that if you use solidify, you have Crease controls so you can make the rim edges sharper. You may even want to use full crease of 1 for both Inner and Outer properties of the modifier with less subdivisions, then Bevel modifier controlled by edge angle to have more control over them and one final Subsurf to add the needed smoothness for overall form.



          In the GIF I am using active element as the pivot point for transform operations. It can be set in the Header of the 3D View. You can see me deselecting some selected vertex and then selecting it again to make it the active element as well:



          enter image description here






          share|improve this answer











          $endgroup$













          • $begingroup$
            How did your rotation on Y after the 1st extrusion move the whole edge loop like that? is there a setting i missed?
            $endgroup$
            – cranial3
            11 hours ago










          • $begingroup$
            Sorry I didn't make it clear the first time - see the edited answer.
            $endgroup$
            – Martin Z
            11 hours ago
















          6












          $begingroup$

          The more geometry you have, the more places you have to make the form uneven, so it makes sense to go with the minimum amount of geometry you can have to still keep the form at the beginning. Subsurf modifier seems fit for modeling this kind of form, also solidify will make things a little bit simpler:



          Oval Bed



          Note that if you use solidify, you have Crease controls so you can make the rim edges sharper. You may even want to use full crease of 1 for both Inner and Outer properties of the modifier with less subdivisions, then Bevel modifier controlled by edge angle to have more control over them and one final Subsurf to add the needed smoothness for overall form.



          In the GIF I am using active element as the pivot point for transform operations. It can be set in the Header of the 3D View. You can see me deselecting some selected vertex and then selecting it again to make it the active element as well:



          enter image description here






          share|improve this answer











          $endgroup$













          • $begingroup$
            How did your rotation on Y after the 1st extrusion move the whole edge loop like that? is there a setting i missed?
            $endgroup$
            – cranial3
            11 hours ago










          • $begingroup$
            Sorry I didn't make it clear the first time - see the edited answer.
            $endgroup$
            – Martin Z
            11 hours ago














          6












          6








          6





          $begingroup$

          The more geometry you have, the more places you have to make the form uneven, so it makes sense to go with the minimum amount of geometry you can have to still keep the form at the beginning. Subsurf modifier seems fit for modeling this kind of form, also solidify will make things a little bit simpler:



          Oval Bed



          Note that if you use solidify, you have Crease controls so you can make the rim edges sharper. You may even want to use full crease of 1 for both Inner and Outer properties of the modifier with less subdivisions, then Bevel modifier controlled by edge angle to have more control over them and one final Subsurf to add the needed smoothness for overall form.



          In the GIF I am using active element as the pivot point for transform operations. It can be set in the Header of the 3D View. You can see me deselecting some selected vertex and then selecting it again to make it the active element as well:



          enter image description here






          share|improve this answer











          $endgroup$



          The more geometry you have, the more places you have to make the form uneven, so it makes sense to go with the minimum amount of geometry you can have to still keep the form at the beginning. Subsurf modifier seems fit for modeling this kind of form, also solidify will make things a little bit simpler:



          Oval Bed



          Note that if you use solidify, you have Crease controls so you can make the rim edges sharper. You may even want to use full crease of 1 for both Inner and Outer properties of the modifier with less subdivisions, then Bevel modifier controlled by edge angle to have more control over them and one final Subsurf to add the needed smoothness for overall form.



          In the GIF I am using active element as the pivot point for transform operations. It can be set in the Header of the 3D View. You can see me deselecting some selected vertex and then selecting it again to make it the active element as well:



          enter image description here







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 11 hours ago

























          answered 18 hours ago









          Martin ZMartin Z

          4,5661526




          4,5661526












          • $begingroup$
            How did your rotation on Y after the 1st extrusion move the whole edge loop like that? is there a setting i missed?
            $endgroup$
            – cranial3
            11 hours ago










          • $begingroup$
            Sorry I didn't make it clear the first time - see the edited answer.
            $endgroup$
            – Martin Z
            11 hours ago


















          • $begingroup$
            How did your rotation on Y after the 1st extrusion move the whole edge loop like that? is there a setting i missed?
            $endgroup$
            – cranial3
            11 hours ago










          • $begingroup$
            Sorry I didn't make it clear the first time - see the edited answer.
            $endgroup$
            – Martin Z
            11 hours ago
















          $begingroup$
          How did your rotation on Y after the 1st extrusion move the whole edge loop like that? is there a setting i missed?
          $endgroup$
          – cranial3
          11 hours ago




          $begingroup$
          How did your rotation on Y after the 1st extrusion move the whole edge loop like that? is there a setting i missed?
          $endgroup$
          – cranial3
          11 hours ago












          $begingroup$
          Sorry I didn't make it clear the first time - see the edited answer.
          $endgroup$
          – Martin Z
          11 hours ago




          $begingroup$
          Sorry I didn't make it clear the first time - see the edited answer.
          $endgroup$
          – Martin Z
          11 hours ago













          2












          $begingroup$

          You can use a modifier-based approach.



          Start from a plane, and use mostly extrude E and transformations (I've worked mostly in Edge select mode, extruding the left,right,back edges and not the front edge, that I have extruded separately only at the end).



          See here the wireframe:



          enter image description here



          The smooth mesh was obtained using a Subdivision Surface, a Solidify and a Bevel modifier:



          enter image description here



          Since the model is less thick on the top, the Solidify modifier makes use of a Vertex Group where the bottom vertices are Assign-ed for 100%, while the top ones only for 30%. Subdivision Surface smooths out these values:



          enter image description here






          share|improve this answer









          $endgroup$













          • $begingroup$
            PS minutes 1:30 through 9:30 of this video by Zacharias Reinhardt might be of help (maybe not for this particular project, but it sets a good mind frame for this kind of stuff). By the way, my workflow in this answer is not exactly the one he is advising.
            $endgroup$
            – Nicola Sap
            19 hours ago


















          2












          $begingroup$

          You can use a modifier-based approach.



          Start from a plane, and use mostly extrude E and transformations (I've worked mostly in Edge select mode, extruding the left,right,back edges and not the front edge, that I have extruded separately only at the end).



          See here the wireframe:



          enter image description here



          The smooth mesh was obtained using a Subdivision Surface, a Solidify and a Bevel modifier:



          enter image description here



          Since the model is less thick on the top, the Solidify modifier makes use of a Vertex Group where the bottom vertices are Assign-ed for 100%, while the top ones only for 30%. Subdivision Surface smooths out these values:



          enter image description here






          share|improve this answer









          $endgroup$













          • $begingroup$
            PS minutes 1:30 through 9:30 of this video by Zacharias Reinhardt might be of help (maybe not for this particular project, but it sets a good mind frame for this kind of stuff). By the way, my workflow in this answer is not exactly the one he is advising.
            $endgroup$
            – Nicola Sap
            19 hours ago
















          2












          2








          2





          $begingroup$

          You can use a modifier-based approach.



          Start from a plane, and use mostly extrude E and transformations (I've worked mostly in Edge select mode, extruding the left,right,back edges and not the front edge, that I have extruded separately only at the end).



          See here the wireframe:



          enter image description here



          The smooth mesh was obtained using a Subdivision Surface, a Solidify and a Bevel modifier:



          enter image description here



          Since the model is less thick on the top, the Solidify modifier makes use of a Vertex Group where the bottom vertices are Assign-ed for 100%, while the top ones only for 30%. Subdivision Surface smooths out these values:



          enter image description here






          share|improve this answer









          $endgroup$



          You can use a modifier-based approach.



          Start from a plane, and use mostly extrude E and transformations (I've worked mostly in Edge select mode, extruding the left,right,back edges and not the front edge, that I have extruded separately only at the end).



          See here the wireframe:



          enter image description here



          The smooth mesh was obtained using a Subdivision Surface, a Solidify and a Bevel modifier:



          enter image description here



          Since the model is less thick on the top, the Solidify modifier makes use of a Vertex Group where the bottom vertices are Assign-ed for 100%, while the top ones only for 30%. Subdivision Surface smooths out these values:



          enter image description here







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 20 hours ago









          Nicola SapNicola Sap

          6,00711745




          6,00711745












          • $begingroup$
            PS minutes 1:30 through 9:30 of this video by Zacharias Reinhardt might be of help (maybe not for this particular project, but it sets a good mind frame for this kind of stuff). By the way, my workflow in this answer is not exactly the one he is advising.
            $endgroup$
            – Nicola Sap
            19 hours ago




















          • $begingroup$
            PS minutes 1:30 through 9:30 of this video by Zacharias Reinhardt might be of help (maybe not for this particular project, but it sets a good mind frame for this kind of stuff). By the way, my workflow in this answer is not exactly the one he is advising.
            $endgroup$
            – Nicola Sap
            19 hours ago


















          $begingroup$
          PS minutes 1:30 through 9:30 of this video by Zacharias Reinhardt might be of help (maybe not for this particular project, but it sets a good mind frame for this kind of stuff). By the way, my workflow in this answer is not exactly the one he is advising.
          $endgroup$
          – Nicola Sap
          19 hours ago






          $begingroup$
          PS minutes 1:30 through 9:30 of this video by Zacharias Reinhardt might be of help (maybe not for this particular project, but it sets a good mind frame for this kind of stuff). By the way, my workflow in this answer is not exactly the one he is advising.
          $endgroup$
          – Nicola Sap
          19 hours ago












          cranial3 is a new contributor. Be nice, and check out our Code of Conduct.










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          cranial3 is a new contributor. Be nice, and check out our Code of Conduct.












          cranial3 is a new contributor. Be nice, and check out our Code of Conduct.
















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