Best way to create something like this?

Forum Archive Best way to create something like this?

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  • #18938
    hexdump
    Participant

      As an exercise I’m trying to model something like the picture below:

      And this is my attempt:

       have used a sphere at the top (I could use a latice or proportional editing to give it that not homogenous lookl), and then have used some curves with different thickness at the start and end and a bit ob beveling. Each curve is a standalone object as it is the sphere. 

      I think I could use this method but the joins are very visible. I guess if I join the meshes and bridge each filament into the one it connects (and fix the topology) I could get a much better result. 

      but this could take a lot of time and I’m not sure it is the best way to do it.

      How would you go about modeling it? Could this be a better fit for geometry nodes? Perhaps better to start with sculpting and then retopologize the result (I need it for an asset for my game).

      Thanks in

      #90259
      Martin Bergwerf
      Participant

        Maybe not use Curves, but Subdivided, stretched Planes with (Displacement Modifier and) a Cloth Sim?

        A bit like in the Jellyfish Course, but without the ‘crumpling’:

        https://cgcookie.com/lessons/modeling-tentacle-arms 

        #90260
        Omar Domenech
        Participant

          The last option would be my bet. Organic shapes like that is better to start with sculpting in my opinion. It’s not mandatory, it’s not like if you take a different approach you’re doing it wrong, it’s just a preference thing. You sculpt it with the freedom digital clay gives you, when you have what you want you retopo it.

          #90261
          hexdump
          Participant

            Thanks guys, really helpful insights.

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