Author Website:http://www.neoscape.com/
When creating interior scenes, it is very important to have good, convincing furniture models. The way we look at the furniture and identify it as a believable piece is very subjective and has a lot to do with the relation of details such as stitches, rounded corners, piping, and a correct interpretation of how the different objects are put together. The objects can't simply go through each other. We have to think about issues such as whether they are welded, bolted, nailed, stitched, glued, etc. This will change the way we model and the amount of detail we will add. You will also find that the shape of the surfaces will give you visual tips of the material, not only the texture. The amount of curve to the fabric surface on an upholstered sofa tells us the amount of stiffness or softness. In this tutorial I'll cover some tips and techniques when modeling an organic, upholstered piece of furniture.
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First we need some good reference. The best is to get typical isometric views (top, front, left) and at least a photograph.
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Adding The Reference Image To The Background
To add the images on the max background, simply hit Alt+B and the dialogue should show up, also you can go to the menu: View -> Viewport Background.
In the Viewport Background dialog, click on File and select your reference image. In the 'Aspect Ratio' box, check 'Match Bitmap.' This will force the image to have the same proportions as the original. Also check the 'Lock Zoom/Pan' option. This will keep your scale and position fixed, no matter what you do to the viewport.
Do this process on the top, front and right viewports. It is very important to add the background images on a brand new file, and not to zoom in or out before adding the background image. This is how you will be sure all the scales on the different viewports are the same.
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On the top viewport, create a new plane object to match the chair seat.
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To better visualize the reference drawings, I made the object semi-transparent. You can do so by selecting the object and right-clicking it. In the Properties dialog, check the 'See Through' option.
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Add an edit poly modifier on the plane object with the polygon sub-objects. Select and delete the polygons as in the image below.
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We need to change the object’s topology in the corner so that when we smooth the surface, it is rounded in the corners. To do so, delete the corner polygon as shown in the image.
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With the edge sub-object, select the edge shown in the image and copy it to the side (hold Shift and drag the edge).
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Weld the vertexes shown in the image below.
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Add symmetry modifier to the object so that the shape we just created is mirrored onto the side. After that, add a turbosmooth modifier and you will see something similar to the next image.
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To continue visualizing your original mesh but still be able to see the final result, check the 'Show Cage' option on the edit poly modifier.
Every time you want to see only the unmirrored, unsmoothed version of your mesh, you can click on the toggle button right below your modifier stack. That turns on or off the end-result display versus the currently selected modifier.
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Now you can adjust the edges so that the end result conforms a little better to the background image.
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On the right view, move the model so it aligns with the side view on the background. If you need to check something, you can always move it back to match the top one. Start moving your vertices up to conform to the side view.
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Remember, you can always add mode edges to the model on areas you need more control or detail. To do so, select the edges across the area you need and use the connect button.
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On the front view, move the model to align with the front drawing on the background and start adjusting the shape to the image. Then, select and copy the edges to create the chair back.
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Now we are going to use the same topology trick we did in the seat. Delete the corner polygon; copy the shown edge up. Weld the first vertex and then the second one. Now we have a nice rounded shape.
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Adjust the shape the best you can to conform to the background image. When you are satisfied, add a shell modifier between the edit poly and the turbosmooth modifiers.
You can eyeball how thick it should be.
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Because the shell modifier uses the local coordinates on the polygons, you will need to delete the faces where the mirror seam is supposed to be.
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After that, use the 'Border' sub-object on the edit poly, and on the side viewport (either left or right) click on the View Align button. Now move the selected border to the same position as the mirror axis.
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That should give you a result similar to the image below.
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To create the 'external harder shell' appearance on the chair, we need to add a new set of edges on the border. To do so, select one of the border edges with the edge sub-object like in the image below. Click on the Ring button. That will select the edges all around the border. If it doesn't, you can select the remaining edges manually. After selecting the edges, click on the Connect dialog.
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That will connect all the selected edges with a new one. Use the 'Slide' value to move the new edge closer to the outer edge of the border as shown in the image. Click Ok when ready.
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The result is similar to the next image. You get a sharper corner on the outside, and a smoother, more upholstery-like appearance on the inside.
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Now we will add stitches to the chair. Add a new turbosmooth modifier on the top of the stack, after the turbosmooth. In the edge sub-object mode, select one of the edges close to the outer border of the chair, like the one shown in the image. After doing so, click on Loop - that should circle the whole chair border. If not, follow the selection till it ends, select the subsequent edge and click Loop again.
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Click on the 'Chamfer' dialog, and use a value of 0.15. After that, select one of the new perpendicular edges and click Ring. That will select all the similar edges around the chair border.
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Right-click on the selection, and select Convert To Face. That will convert your selected edges into polygons.
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Click on the 'Bevel' dialog, check the Local Normal option, and use values of -.15 and -.15 for the height and outline amount values. Note that these are the same values as the chamfer value. That's so that the angle of the bevel is approximately 45 degrees and the faces in the middle have a 0 width. Click Ok.
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Delete the middle faces. Now, we need to smooth the result. To do so, go to the 'Element' sub-object, select all, and on the polygon properties for the smoothing group. Click on Clear All.
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Now select the outer part of the chair and click on smoothing group 1. Invert the selection and select a different smoothing group (2 is fine).
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That will create the stitches similar to the image below.
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Now we will create a secondary shell outside of the seat. To do so, add a new edit poly at the top of the stack. In vertex sub-object, select all and click on the Weld dialog. Use a value of .01 and hit Ok. In 'Element' sub object mode, select the external part of the chair.
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Click on the Shrink button, and your selection should shrink to the center. Click on the 'Bevel' dialog. Select Local Normal and adjust the values to get something similar to the figure.
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Modeling The Base
Go to the front view and start by creating a cylinder like the one in the image below. Use the Edit Poly Interactive Bevel button to add the extra faces.
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Now create a box of a size approximate to both legs with two width segments. Add an edit poly modifier to it, delete the right side face and add a symmetry modifier. (Flip it if necessary.)
Go back to the edit poly, and adjust the shape of the left side of the box, and chamfer the corner edge twice.
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Rotate/copy the legs object. Go to the original object, add an edit poly modifier, and attach the copy to it. Select the center edges shown in the image. Chamfer them until it is the same size as the width of the legs. After that, delete the center faces and weld the vertices.
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Chamfer the edges at the core three times to get a result similar to the image.
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Next, select the edges as in the image below and add a small chamfer to it, so it looks like a manufactured object. Add four chamfer boxes on the ends, slightly wider than the legs itself. Rotate the legs and the chamfer boxes 45 degrees.
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Creating The Connection Between The Chair And The Base
On the bottom view, create a very short box like the one in the image. Align it to the top of the base cylinder.
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Select the chair seat and add a new edit poly modifier. With the vertex sub-object, check the 'Ignore Backfacing' box. On the bottom viewport, make a rectangular selection roughly the size of the box on top of the cylinder. Click on Use Soft Selection and assign a value of 20, or any value that gives you a similar result as in the image.
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On the bottom view, click on the View Align button. Lastly, on the front view, align it to the top of the box, and you're done.
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