March 15th
Beginner, Modeling, Product design, Tutorials
Learn how easy is to model this simple hair brush. You won’t even need help in this tutorial.
I’ve searched the term of hair brush on the google, and found this great Kent web site with nice images of brushes, so I chose one, and started modeling. Want to know how? Well, follow the tutorial.
First things first, we need to insert the reference image in the top viewport, as always. So using BackgroundBitmap command, insert the image (I made the background 67 units wide).
When you got the background in the right position, we now need a straight line in the middle of brush on the image. So, using polyline create the line. After that, we need to create left edge, you can do that using circle command. Then, using polyline command, create a line, and using Curve:Interpolate points (InterpCrv) create a curve as on the image below:
Using all those curves, trim off the parts you don’t need, and there where two trimmed circles are, fillet using fillet command by 2 points (if you made your background image 67 points wide).
From your front viewport, using Copy command, copy your newly created closed curve by 3 points on y axis upwards.
Next, using InterpCrv command, create (by clicking only twice – start and end point) a curve between those two closed curves. You might find very helpful using end or mid option in Osnap. (find where your curve’s end is, an alternative way is to use int option, and click on the intersection of your first polyline (for mirroring) and bottom closed curve, and then using Perp, go up to the upper closed curve perpendicular)
Using PointsOn command, show the control points of this curve, and if you used perpcrv as I said, not polyline or line, then you should get two control points inside your curve. Move those to the right (from Front viewport) by 1.2 units.
Next, using two closed curves, and this profile curve, create connecting surface. We’ll do that using Sweep2 command.
Ok, next, using PlanarSrf command, create top and bottom caps of your base model.
How do i hide the bitmap image afterwards?
there isnt a makehole command in rhino 3
yeah, sorry for that, MakeHole is since Rhino v4.0.
For hiding the bitmap go to View->Background Bitmap->Hide
“Next, using two closed curves, and this profile curve, create connecting surface. We’ll do that using Sweep2 command.”
havin’ trouble with that because i cant make a single closed curve out of that jumble of curves.
please help
this is pretty simple. There shouldn’t be a jumble of curves, there should only be two the same outline curves, and one (arc-like) curve. And when you do a sweep2 you need to specify those two outline (closed) curves as two rails, and that arc-like curve as cross section curve.
You should press F1 when in sweep2 command to get more help for that command.
how can i make the last step i have the pins and body but i cant connect pins and boday as you told …. could u help me
if you have a pin, and the cushion surface, then using OrientOnSrf position your pins at the crossings of 45 degree lines
hey thanks and i have ony 1 pin actually i made others manually could u tellme how did u do,? i fallow the steps but coundt do like u , i mean count ahve pins , i made them copy paste manuallt thanks
maybe I have confused you when I mistyped the command. It should be OrientOnSrf. So, when you start that command you get the options window in which you have Copy objects checkbox, and ther you check, so you copy and orient your pins on the “cushion” surface.
very interesting tutorial!
thanks for your work man 🙂
i had only one problem… it never let me fillet the lower edges of the grip handle
don’t know why..
the orient on surface is a great command ^^
never used before
Another great one. Why you didn’t made some kind of musician instrument, like guitar?
Very cool tutorial… i got it right the first time. Thanks!
thanks. its a very good beginning lesson. now i only have to memorise the commands.
Hey… Thanks for your video 🙂 Lets say I have made a cube, how can i divide the cube into different colours (around 3) when I render?