Intended Outcome:
- Work with fabric to create a realistic camping bed.
Problems I encountered and how I overcame them:
- To begin this model, I focused on creating the base of the bed to establish proportions. I used index and extrude to add details, and added loop cuts to create a rounded edge to make the two end portions of this frame. I then made 4 identical cylinders to form the side parts, again adding detail to them with extrusions and indents.
- I created the legs to this model the same way I did in my Camping Table model, but this time I split the diagonal legs in half and off set them in order to create the bridge in the centre of the legs.
- To create the brackets the hold the legs together, I duplicated the leg that has been split in half, added loop cuts that were an appropriate length, and shaped it to match my reference image.
- I used the Boolean modifier heavily in this model, both to fit the longer leg through the centre, and to insert some screws. Once this bracket was complete, I hollowed it out, removed any unnecessary faces, and added a solidifier modifier. I then duplicated this mesh so that all four brackets were identical. To create scores, I used the same method as I did in my camping table model.
- Adding fabric to this model was rather simple, especially after working to create the camping chair perviously. The main fabric section was one large rectangle, subdivided to add definition when the cloth simulation is added. I then created cylinders slightly larger than the side frame pieces, and with proportional editing I pulled one edge outwards, making a tear drop shape. The tip of the teardrop would then appear to be attached to the main portion of fabric, and the tautness of this piece of furniture would not make lack of movement from these pieces seem unnatural. I duplicated this one piece for both sides of the frame, and repeated the same process for the end pieces.
- During this mode, I also contemplated creating a pillow, but decided against it due to my lack of experience with collision in the physics Blender has to offer.
- To complete this model, I bevelled any edges that were too harsh, and I ensured that the normals of the mesh had an auto smooth angle of 30 degrees. I also removed any unnecessary faces/vertices and grouped any meshes that would be textured the same to help save time when UV unwrapping my models for texturing and added a solidify modifier to my fabric pieces.
Where to go from here:
- Dedicate some time to smaller details of the scene.
Timelapse:
Final Model:
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