TUTORIALS

CORRUGATED PIPES

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There are at least two ways by which objects such as freely flowing corrugated pipes can be generated. The first is based on placing profile shapes on a line corresponding to the shape of the pipe, and then c-meshing them. The second creates long and straight objects of revolution which are then deformed to the desired shape.

MODELING A HAT

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Soft surfaces such as that of a hat can be created as c-meshes. This tutorial gives an example of such a free flowing model.

BARCELONA CHAIR

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The objective of this tutorial is to examine one technique to create flexible organic surfaces that can be directly manipulated, which is helpful when adding details such as recessed buttons and creases. This tutorial is a general overview of the workflow and it is assumed that the user has basic knowledge of the tools and interface of form·Z.

MOBIUS STRIP

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A Mobius strip is a closed strip, both sides of which are a continuous surface. That is, if you start tracing one side of the strip, you will eventually come to the other side of the strip, and if you continue tracing its surface, you will return to the point at which you started your tracing.

BICYCLE WHEEL

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To model the bicycle wheel shown on the right, one should first observe its pentagonal (5-point) symmetry. A key technique with such a shape is to not try to construct it all in one piece, but rather to identify its modular structure and to construct one piece which will then be copied and repeated five times.

NURBZ LAWN CHAIR

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This tutorial is about modeling the shown lawn chair exclusively as a nurbz object. As we shall see, different nurbz operations are better suited for different parts of the chair.

DUNE BUGGY

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This tutorial is about modeling the dune buggy shown to the left. An effort has been made to use as many distinct form·Z tools as possible.

MODELING SHELLS

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This tutorial covers the pecten shell as well as a tutorial on how to model a snail shell. Needless to point out that each is done using a different technique.

MODELING CURTAINS

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This tutorial is about modeling curtains and cloth in general. It is based on a technique suggested by Stephen James on our Forum, in response to a question by Kevin McCall. The technique is based on first building a low resolution model (cage), which is then subdivided to derive the final model.

INTERPLANETARY LANDER

In this tutorial we shall model a lander that is capable of tracking across unfriendly surfaces. This is only a part of a broader model that includes a spacecraft that would carry the lander and other equipment to space.

A SNAKE THING

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This Tutorial will show you how to model a snake shape with the use of a 2-path sweep and other techniques.

FISHING HOOK

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This Tutorial will show you how to model a hook as well as the shape to the left with the use of a 2-path sweep and other techniques.

SOCCER BALL

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form·Z can, of course, generate faceted soccer balls. But what about smoothly rounded balls whose seams are also shown? To create such balls, you model two pieces: a hexagonal and a pentagonal piece. You then attach copies of these pieces to the respective faces of the faceted soccer ball.

MODELING A COLUMN

The Composite order is a combination of the Ionic and Corinthian orders. It combines the volutes of the Ionic with the foliage of the Corinthian. Both orders have a base and a fluted shaft. We chose the Composite order because it is the most challenging and contains elements that can nicely be modeled as nurbz. It actually offers an opportunity to apply a variety of nurbz operations.

BASKETBALL

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The basketball is a simple sphere, but has some complex grooves on it, the axes of which are shown to the left. We shall construct one quadrant of the basketball, complete with its grooves, and will then copy-mirror it to construct the complete ball. The grooves will be constructed by differencing properly shaped “tubes” from the ball.

PILLOW

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“How would one even begin to model something like this in form·Z?” asked a user on the form·Z forum and displayed a photo of a throw pillow. Craig Williams took the time to show how, which was very much appreciated by the forum participants, who also suggested that we publish it in our newsletter. Here it is!

APPLE TO ORANGE

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The modeling procedure shown in this tutorial is a slight variation of one developed by Dave Teich, Mind of the Machine, when he had to do an illustration on “Apples and Oranges” for an article on Cross Platform File Sharing in Digital Video Magazine. “I translated the concept graphically as an apple and an orange unpeeling and the peels morphing into one another.