Tools used:
Standard Primitives, Polygon Modeling, FFD Box.
Step 1:
Create cylinder from standard
primitives with following
parameters.

Step 2:
Select the object and copy using
(shift + move) in following position.

Step 3:
Select one object and convert to
poly.

Step 4:
- Click on multiple attach button.
- Add all objects and click on Attach.

Step 5:
Create cylinder from standard
primitives with following
parameters.

Step 6:
Click on the control points..

Step 7:
Adjust the position of the points by
selecting and moving the following
points.

Step 8:
Copy the object in following positions.

Step 9:
- Press (M) key for material editor.
- create two different material with blue
and white color.

Step 10:
- Go to the top viewport.
- create box.

Step 11:
Adjust the box position and scale.

Step 12:
Convert this object to poly.

Step 13:
Turn on the polygon and select
following faces.
Apply bevel.

Step 14:
Adjust the position of the vertices by
selecting and moving vertex.

Step 15:
Go to the top view port Adjust the
following vertices .

Step 16:
Select the face and apply extrude.

Step 17:
Adjust the vertices.

Step 18:
Object shape from the left view port.

Step 19:
Object shape from the top view port.

Step 20:
Go to the edit and click on the
swift loop button to add segments.

Step 21:
Create following segments using
swift loop for tighten edge.

Step 22:
Go to the edit again and turn on the
use Nurms for Mesh smooth.

Step 23:
- Open the use nurms drop down
panel. - Increase the number of
iterations for more mesh smooth.

Step 24:
- Go to the top view
- Adjust the following vertices position
for final shape of the object .

Step 25:
Shape from left view.

Step 26:
Convert this object to poly again.

Step 27:
Turn on the polygon Select
following faces.

Step 28:
Bevel these faces for grip shape.

Step 29:
- Select all the objects in the scene.
- Go to the group on the main toolbar.
- Click on the group for grouping the object.

Step 30:
Select all and group.

Step 31:
Create plane object for ground base.

Step 32:
- Open material editor and create plastic material for brush handle.
- Change the following material
parameters.

Step 33:
- Scroll down the selected material panel.
- Turn on the reflection and also refraction.

Step 34:
Click on the reflection button and
add image base reflection.

Step 35:
Use this image in above step.

Step 36:
- Go back and click on the refraction button and select ray trace.
- Close the material editor.
- Create lights
- Render the scene

Final:
Select local normal extrude type and set extrude value(.3) and click ok.

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