This tutorial will help you through the process of modeling old vintage wind-up clock. It is fairly easy to follow, so make sure you do it.
When approaching modeling this clock, and any other model, I first try to divide it into parts. Obviously every product has its parts, and naturally you would go model one by one. This is that kind of model where your don’t have to think about which part to model first. This is obvious, first you need a clock body, then you can go about modeling which ever part. Here I first created the body, then the back plate with screws, then the front plate without numbers, bells and hammer, legs, and then in the end made the numbers and handles for the front plate.
Ok, in this step we will be creating the body. Since I lost every clock I had like this, I had to model it from reference images from the internet. So, we don’t have the measures, or technical drawings, but we need to model by eye, looking at the various images and approximate the lengths, distances and so on.
I created a template for my default usage with grid extents set to 10. So, make sure you do the same with Snap command, and clicking on the Extents options and input 10.
Now, we can start modeling. Since we don’t know what the accurate dimensions are, we will need to use our old method of trial and error. We will first create three straight lines with Polyline or Line command.
Next thing would be to connect these lines with curves, and that we will do with BlendCrv command. Make sure you use G1 for both ends, so we get tangency.
Using Join command make sure those lines are all joined together. So, next thing would be to create a surface out of this section curve, and we’ll do that with Revolve command. But, before that, we need to turn on the Record History option, so we can work on the surface by simply editing the curve.
Now, if we select our initial curve, and using PointsOn command turn on the control points and if we move those points, we will automatically update the surface as well. If we used Record History that is.
Ok, next thing would be to adjust the curves a bit so the surface is little more accurate. Try to make something like on the image below:
Then, simply, with BlendSrf command blend the gaps and Join the four surfaces.
used 41 commands
Arc, Blend, BlendCrv, BlendSrf, BooleanDifference, BooleanUnion, Circle, Curve, Cylinder, DupBorder, Explode, ExtractIsoCurve, ExtractSrf, ExtrudeCrv, FilletEdge, Grid, InterpCrv, Intersect, Join, Line, Loft, MakeHole, Mirror, Move, Offset, OffsetSrf, OrientOnCrv, Pipe, PlanarSrf, PointsOff, PointsOn, Polyline, Project, Rectangle, Revolve, Rotate, Sphere, Split, Sweep1, Trim
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