|Applicable Blender version: 2.49.|
This is a version of "Model a Silver Goblet" but starting from a cylinder rather than a cube.
Start Blender or start a new scene (CTRL-XKEY) and delete the default cube (in object mode, press XKey).
Change to Top view (NUM7), make sure you're in Object mode and add a cylinder (SPACE Add > Mesh > Cylinder): in the popup menu, change the number of vertices from 32 to 16, the Radius from 1.000 to 1.800, the Depth from 2.000 to .100 and leave "Cap Ends" as it is.
Change to Front view (NUM1).
Description of the modeling stepsEdit
The steps in this tutorial are almost all made up of "extrude" and "scale": so, to avoid repeating key sequences every time,
- make sure "Limit selection to visible" is off
- box select the top vertices of the cylinder: press BKEY, click and drag LMB to make a rectangle around the top vertices
- press EKEY, select "Region" from the popup menu, press ZKEY and type in the amount of the extrusion and press ENTER; you can move the mouse instead but it is quicker and easier to type it in.
- Newbie question: Why select "Region" and not "Individual faces"? If you use "Region", the common edge between two neighboring faces will remain a single edge after extrusion. If you use "Individual faces", the edge will become two edges sitting at the same location. This may create problems (black lines when rendering).
For example, the following keystroke sequence extrudes by 1.5:
BKEY, click and drag LMB to make a rectangle around the top vertices; EKEY, select "Region", ZKEY, 1KEY, .KEY, 5KEY, ENTER.
- scaling is by default restricted to the X-Y plane; although the numbers in the bottom left corner of the 3Dview show Z changing, in fact only X and Y change, and by equal amounts. Noob Note: This does not seem to be true in later versions. In 2.67 I have to press SHIFT, ZKEY to limit scaling to X and Y directions, as in the previous tutorial.
- press SKEY, type in the value and press ENTER — you can use the mouse instead but it is quicker and easier to type in the number.
Creating the GobletEdit
This diagram shows the connection between the E-numbers and the goblet construction.
- E1: Deselect all vertices (AKEY) and extrude by 0.2: you may need to zoom in (SCROLL-MMB) to do this as it's quite thin. Scale to 0.1.
- E2: Extrude by 0.2, scale by 2.
- E3: Extrude by 0.2, scale by 0.5 to make the lower knob.
- E4: Extrude by 4 to make the stem.
- E5: Extrude by 0.2, scale by 2.
- E6: Extrude by 0.2, scale by 0.5 to make the upper knob.
- E7: Extrude by 0.2, scale by 8 to make the base of the cup.
- E8: Extrude by 4, if you wish to make a flared cup, you can scale by 1.5.
- E9: Extrude by 0.0, scale by 0.9 to make the rim of the cup. (This will create a new ring of vertices and then move them in towards the centre.)
- Now go into Wireframe mode (ZKEY) so you can see inside to guide the next few steps.
- E10: Extrude by -3.9, that is, downwards. and scale by 0.69: you can do this last scaling with the mouse, if you like, to get the edges of the inside of the cup and the outside parallel.
- E11: Extrude by 0.0, scale by 0.0 to make the inside of the cup.
You now have a goblet, the base of the inside of the cup is the face of the last extrusion, is circular and flat as it derives from a cylinder.
If you haven't already saved your work-in-progress, now would be a good time.
Subsurfing and smoothing the gobletEdit
The last step is to subsurf and smooth: go into Object mode (TAB) and enable Solid mode again (ZKEY).
Select the Editing panel from the Buttons window (F9) and, in the "Modifiers" panel, click on "Add Modifier", select "Subsurf" from the popup menu and, in the Subsurf display, increase "Levels" from 1 to 2.
At the bottom right of the "Links and Materials" panel, click on the "Set Smooth" button. At the bottom of the cup you will see fluting — this is an artifact caused by smoothing and subsurfing triangles on a curved surface. Here it adds to the appearance, don't you think?
Noob Note: If your cup does not look smooth after using Subsurf and Set smooth like mine, you may have to delete all but two of center vertices (bottom vertex at base of cup and vertex at the bottom inside the cup - AKEY to select all vertices, WKEY and Remove Doubles).
Flattening the base of the gobletEdit
The base of the goblet is curved due to the subsurfing, so needs to be flattened.
Go into Edit mode, deselect all (AKEY), box-select the lowest set of vertices (BKEY), then crease (remove the subsurfing) by pressing SHIFT-EKEY and typing "1" followed by ENTER.
The final result should look something like this:
Save the scene for use in the lighting tutorial. To jump to the relevant lighting section, go to Blender 3D: Noob to Pro/Light a Silver Goblet