top of page
Writer's picturejesskesson

3D modelling a fidget spinner

Updated: Jun 11, 2019

Today, we started making Shells for our 3D models. I had a bit of trouble with this, because my model had deleted itself, so I'd had to reassemble it. It took most of the lesson to realise why it wouldn't work, but we finally realised it was because there were hidden faces that hadn't been deleted.



In the first two lessons, I'd tried to extrude a cylinder to create a fidget spinner instead of bridging two things into one. The process of creating the fidget spinner was simple. I started with a cylinder and created a whole in it, before extruding it inward to give it more detail.


I then created another cylinder and made a whole in the middle. Instead of extruding it inward, I cut off half the faces (the faces that couldn't be deleted also appeared) I copied the geometry over.



After deleting those, it was easy to combine the mesh and bridge all the holes. However, I didn't get to do much, even though I knew how to do it, because it had taken so long to work out why it hadn't been working. But I've how to stop the problem from happening again, and how to tackle it.



We then went onto UVing, which is creating the 'nets' of the models. The UV started out looking like a mess, but I fixed it by going into edge-mode, selecting all the inside edges by double clicking, and then going into the menu. I select the option that says 'cut' and a UV cut has been made.



I did this again for the bottom edge and one vertical edge to make sure it won't be a circle. I then go through a select all the faces inside the cut.



I then drag then in the UV shell out of the rest of the mess to make sure nothing has been missed, and then I click the 'unfold' option.



Unfolding it made it massive, so I sized it done. I then did this with the rest of the model. This isn't a process I'm comfortable with yet, but I'm willing to keep doing it to get familiar with it.



1 view0 comments

Recent Posts

See All

Comments


bottom of page