Clawed Tub Feet

11 Oct, 2011 by Kevin Quigley in Discussion, Questions
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Adam and others, wonder if you can advise me on the best approach to modelling the feet like those on this freestanding bathtub. We can Photoshop in fake ones relatively easily, but we need to produce actual physical parts – CNC’d in foam. We can cut from mesh data (high density STL).

I know a company here that does all the sculpting for toy action figures, but they use megabucks SensAble Phantom hardware and amazingly skilled artists to do the sculpting. We have dabbled with Modo for doing this but to be honest we are getting nowhere fast. Doing the underlying shape is relatively straightforward but adding the surface detail is a little more challenging.We also have a lot of photographic reference material.

Any ideas? Is Modo the best tool for this? Or should we just off load it all onto someone who knows what they are doing? I see a lot of character type work (with this level of detail) done in ZBrush. Is that a better option?

  • KQuigley

    Thanks Adam, that was kind of my thoughts as well. We can get a base shape relatively quickly (and we are using the imported SolidWorks bath data as a guide), but it those pesky surface details and patterns that we are struggling with. Wouldn’t this make a great Luxology video series as well….import bath data from SolidWorks, model the feet, look at surface decoration from photographic sources, apply the surface detail, model the taps, scene, add assets, render, animate :-)

    No, seriously though, applying this kind of surface detail and pattern is quite common in the product development world, but so few systems allow it. Listening to your EvsD series it is something that comes up again and again – not just freeform concept to production CAD, but from production CAD to decoration detailing and CNC.

    Delcam’s Powershape products have this ability to blend buttery smooth NURBS with meshes – in fact as you are currently residing not a million miles from them you should pop up to Delcam HQ in Birmingham to see what they do – seriously impressive stuff and very industry specific (any system than can handle skiboot design and CAM is a good one in my book!). Thinking about it VX has some of this as well but it is a bit hard to control. Maybe that’s the thing – the CAM guys have all the tools for CAD!

    Many moons ago I had a long conversation with a CAD company CEO in a dark cafe in Coventry (long story) and he said his company were looking at handling mesh detail with NURBS in a unified system. We had spent some time looking at MAGICs from Materialise and there was a lot to like in that in the way it handled STL mesh data. after this the company kind of downsized a bit so I think those plans were shelved. Shame.

  • http://cadjunkie.com adam

    Hi KQuigley!

    Z-Brush is definitely a good package, but if you’re already using modo, it may make sense to give that a go before jumping ship.

    The best way to go about something like this would probably be to model the overall shape using your typical Sub-D tools, convert to P-Subs (aka “Catmull-Clark”) and then add the sculpted details using Multi-Resolution sculpting. The Multi-Res tools in modo are very similar to what you’ll find in Z-Brush (though arguably not as evolved, as they’re quite new).

    This would be a GREAT video tutorial. ;)

    Adam

    • Norman Dowley

      Great idea, would love to see a workflow tutorial on this.