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I want to make the shape shown in the images below, but I have a problem with the bottom side of it which I can't make. It is 12 sided and it is curved a little bit. Any ideas or ways to make it?

enter image description here

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Thank you @cegaton but I want to make them all like array which I could not use it here it became something else at all – Najeb Albakar 10 hours ago
    
I would make a 12 sided cone then intersect it with a many sided cylinder. Subtract the cone from the cylinder. Done. – Octopus 5 hours ago

I think there're many ways to model it (e.g. creating one lower segment, arraying it along a curve and using a bridge tool to connect it with circle). I'll show you my solution though :). enter image description here

Add a cylinder with 12 vertices (change its number in a tool shelf- T). Add a loopcut (Ctrl+R) and place it near the bottom of the cylinder. Then scale the bottom edge a bit. Next select all the horizontal edge loops and subdivide them twice (W-->Subdivide). Select every fourth vertex of the middle edgeloop and place them lower (G,Z). Now select the middle edge loop and press Alt+Shift+S,1. Do the same with the upper one. Finally add the additional edge loops to make the subsurf modifier crease the edges nicely. enter image description here

Add a subsurf modifier to the cylinder and smooth it. Add two vertical edge loops at the corner of the cylinder, next merge some vertices (Alt+M) and dissolve some edges (X-->Dissolve) as pictured below. enter image description here

Do it for the other 3 corners. Delete other part of the cylinder and use a mirror modifier to create 3 halfs with the edge loops created. enter image description here

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This solution is much more simple! – lemon 9 hours ago

Start with a plane and make some ring cuts so that you obtain this :

enter image description here

Use proportional editing with spherical falloff to round the top of the plane :

enter image description here

Add an array modifier with a count of 12. Add a simple deform modifier and set it to bend of 360°.

enter image description here

Apply these modifiers and remove all doubles.

The simple deform modifier has set the center of the shape "somewhere". To find this location duplicate the lower ring of the shape, extrude and scale 0. The center is found :

enter image description here

Now come back to the shape and keep only the front part, deleting all the other vertices. Like this :

enter image description here

We now want to flatten the bottom part. To do this, select the bottom part, make the vertex at the extremity active and set the active element as pivot point. Then scale Y to zero (assuming you have kept the good face of the shape which faces to Y):

enter image description here

Now to remake the whole circle :

Remember we have made a discus previously. Set the 3D cursor position at the discus center position :

enter image description here

Now come back to the shape, enter edit mode and select all:

enter image description here

Go to top view, and hit spin (from the toolshelf panel) and set the spin parameters to 12, dupli and 360° :

enter image description here

Select all and remove doubles.

Now set it a bit more "shappy".

Extrude Z the top and arrange the proportions :

enter image description here

Now the shading. If you set the shading to smooth, the effect will disappear.

enter image description here

So to handle that simply add an edge loop :

enter image description here

You may also want to add some bevel (based on angles and with a low angle value, like below) to enforce some edges :

enter image description here

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I had a terrible work day, so to relax, now, I'll have my try at this...

  1. create the basic cylinder A, very detailed (the main body)
  2. create another simple 12 sided-cylinder B, centered exactly over the other
  3. scale the cylinder B on Z axis (eg: 1/3rd), move it down along Z axis so that its top is a bit over the A's bottom, and the bottom is a bit below the B's bottom: it should be about vertically centered on A cylinder bottom face.
  4. now the fun part: edit the cylinder B and delete top and bottom faces

enter image description here

  1. in edit mode, select B top edge ring and scale it so that's bigger than A cylinder body
  2. in edit mode, select B bottom edge ring and scale it so that's samller than A cylinder body

enter image description here

  1. in edit mode, select all cylinder B in edit mode, and extrude scaling -Z (so, only on X and Y axis) to get a 12-sided solid "ring" like this:

enter image description here

  1. then in object mode, select cylinder A and set boolean modifier with difference to cylinder B

enter image description here

here below is the overall concept: to me, it's very simple...

enter image description here

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Little bit different method no array no boolean modifier

Make a circle of 12sides

Extrude in z axis

1 loopcut between top and bottom surface

select the center loop and subdivide once

select the alternative vertex as shown in gif

pull selected vertex little upward in z axis

Bevel the vertex (ctrl+shift+B) to make a round shape

Scale down the lower part

Flip the normals (ctrl+n)

enter image description here

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this forces you to have a 12-sided upper part... imho the request is slightly different... – m.ardito 6 hours ago

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