In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 18-04-2014 , 10:53 AM

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Microphone

Hello all, any modellers around?

Just wondering how to go about shaping the top of this microphone.

I think its a mesh which I have built - split into maybe two - a cylinder and a sphere.

Just wondering how to do the sphere bit - or if there is another way?

Thanks
Graham

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# 2 18-04-2014 , 12:04 PM

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To start off with the basic shape I would do this

2) Delete lower part
3) Extrude the lower edge
4) Repeat untill its enough
5) Scale it up and rotate/flip it (Must of smoothed previewed in in screen grab - pressed "3")

How it gives you some ideas

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Last edited by tweetytunes; 18-04-2014 at 12:07 PM.

# 3 18-04-2014 , 12:08 PM

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Sorry Tweetytunes, I should have been more specific.

The mesh uses cut out holes - which I have previously built on a plane.

Typically you can just curve this plane to make a cylinder, but its a bit more tricky being a cylinder and a sphere.

Still trying to work it out.

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Last edited by Sircharles; 18-04-2014 at 12:10 PM.

# 4 18-04-2014 , 12:55 PM

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OK you can do it that way for the main part but no idea how you would do it for the top.
Your image seems to have way too many holes, compared to ref.

Here is how I would do it from were I just left off

1) Create sphere or cylinder with 8 sides
2a) snap it to place, copy it the length of the main body
2b) snap it the points of the top and angle them so they match the tip
3) With this row group it and snap the pivot point to the centre (insert, then hold v)
4) Shift D (Duplicate) the group and rotate by 30 (this number is for my model do it so it matches yours if you want/need more or less holes). Repeat till all the way around.

*** only did apart of the model as going out as you can get the idea from that ****

5) Select all the objects but the base, combine them and then delete history.
6) Boolean the two object with difference.
7) Clean up the mesh with split poly tool and then delete the faces where you want the holes.
8) Excurude the faces giving it thickness
9) Bevel or add edge loops so the holes keep there shape if smoothing

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Last edited by tweetytunes; 18-04-2014 at 12:57 PM.

# 5 18-04-2014 , 01:10 PM

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And if you find that its looking to angular when you smooth it make the holes square by removing all centre edge loops.

# 6 18-04-2014 , 02:09 PM

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cheers for that, I guess its just a bit tedious and I'll have to build it.

I was also trying to boolean it out..

# 7 18-04-2014 , 04:02 PM

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You only have to do one section and duplicate it but you do have to do the first strip.

# 8 18-04-2014 , 06:34 PM

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I know this is not a solution for Maya but in sense of doing stuff like this ZBrush has an excellent feature called micromesh that makes this easy as ever.

# 9 19-04-2014 , 09:40 AM

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Just another way using a texture but it would also need a lot of work to fix the seams and I would use a displacement map to give the mesh some depth.............dave

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# 10 19-04-2014 , 11:40 PM

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hey dave, thats pretty cool. but I'd like that bit of depth to the mesh.

collin I'll have a look into the micromesh idea.

I did try boolean it out in cinema4d, but doesn't look too smooth after.

cheers

# 11 20-04-2014 , 01:26 AM

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# 12 20-04-2014 , 11:06 AM

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# 13 21-04-2014 , 04:22 PM

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cheers David, pretty close to what I want - and good to know.

But Micromesh is looking like the geometry I am after.

So thanks Collin, have a recent copy of ZBrush downloaded so will try and get it going with that.

Hopefully will post result at some stage!

Graham

# 14 22-04-2014 , 07:14 PM

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Here is a texture with a displacement on it, you would have to have a different texture for the dome that fitted the UVs better..........dave

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# 15 23-04-2014 , 03:05 PM

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hmm, alright dave, that might work. I'll get playing with it shortly.

thanks again.

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