lattice low-poly modelling

click here to download the rhino files
start by drawing few lines |
F10 for points on, select the points and Copy & V for vertical |
Delete the flat version and copy the wireframe component around to check continuity |
make a rectangle with its diagonals |
Transform/Orient/Perpenticular to Curve and pick the rectangle |
pick the intersection of the diagonals and remember to click on “copy=yes” at the command line |
place the rectangle at the ends of the lines |
draw a line from corner to corner |
extrudeCrvAlongCrv |
select the rectangle |
and then the line we just made which connects the corners (not the centroids) |
similar with the other corner, draw the line |
and extrude crv along crv |
draw the polyline from the corners to the intersection of the two extrusions |
and delete the polysrfs |
draw the little triangle shown in the picture |
mirror those curves by clicking at two points at the right view |
it should match with the bottom rectangles |
draw two lines from corner to corner |
& two more for the opposite corners, make sure these lines intersect |
left click on mesh will reveal a window, click on “single mesh face” |
& make the triangle shown on the image |
similar two more |
same command to make 4 more quads |
select the lines shown in the image and group them |
copy |
to the opposite corners of the rectangle |
should look like this (notice the ends dont match) |
go to single mesh face again |
and draw the face shown in the image |
continue with the rest of the legs, is everything is right, you might be able to mirror some faces to save time |
time for the center section, copy the rectangle to the opposite end |
and use single mesh face to draw the core |
type “selmesh” at the command line |
de-select the core: hold control and click on the quads of the core |
type mirror and use the middle point of the core to copy the legs on the other side |
component ready! |
select all the lines (SelCrv command) and delete them. Select all the meshes (SelMesh) and join them |
copy the mesh componentfrom end point to end point |
and make a lattice of components |
select all the components and go to file/export selected |
as 3ds |
start 3ds max and import the file |
merge objects with current scene (or not…) |
make sure you’re only looking at rectangles (no triangular meshes) |
have your lattice selected, right-click and convert to:/convert to editable poly |
click on “editable poly” on the right side of your screen so that it becomes yellow, then click on the points button |
select all the points and right click, go to the little rectangle next to “weld” |
at the new window make sure the number of vertices decrises dramatically from before to after |
welding should also change how your lattice looks at the screen, without of course destroying your geometry |
click on the drop-down menu on the right side of the screen and find the “relax” modifier |
increase the iterations. If your model looks broken, something went wrong at the welding or even before that at the exporting/importing |
differantiate the lattice. From the modifiers menu, select bend |
play with the parameters till satisfaction. |
apply the twist modifier |
and tweak the parameters without “breaking” the geometry |
once you’re happy with the result,right click on the lattice and convert to editable poly again to flatten the modifiers. |
and repeat the relax modifier |
this time it probably didn’t affect the lattice so much… |
apply the meshSmooth modifier |
and increase the itterations to 2 (dont go nuts here, it will crash your computer |
export the result |
as 3ds |
and import it in rhino |
make sure you have Files of type: All |
if you want a drawing of the wireframe of this mesh |
unfortunately you need to un-weld the meshes |
and ungroup them |
and then use the dupborder command |
selmesh to select all the individual mesh-triangles |
and join them back together |
meshoutline will create the outline of your model |
from the point of view of the viewport |
make a new layer to place the outline |
go to vray/options |
then file / load |
select gi_irmap_medium |
and hit render |
computing… |
the result is a bit too white, but it will probably do for a background of a drawing |
click on the little arrow on the bottom right corner of this window and then on the little red frame to loose the time-stamp of vray |
save the image as jpg (if you’re not interested in the alpha chanel) |
while at the same view, selcrv to select all the curves |
and export selected |
as adobe illustator .ai |
no options on this window this time… Now combine the render with the .ai drawing in illustrator |