Spin and Screw modifier

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Transcript

In this lesson video, we are going to cover the spin modeling operation and the screw modifier. With these two methods, we can convert the shapes that we have created using the point to point modeling techniques before into a 3d mesh. The way it is to work is like this. First, you need to create a profile and then spin auto scroll modifier. We will rotate this profile and turn it into a 3d mesh like this one. For example, imagine how pottery is made in the real world.

Basically, you put a lump of clay on a rotating table. And because the table rotates, you only need to focus on one side to be able to shape the whole pottery. Let's create the base ship for us. For now, we are going to create a simple ways. First, we need a container. So press shift a create a single vertex object, then go to the front viewport, press E x And then type 0.1 This will execute the vertex for 10 centimeter, you can try to zoom in or frame the viewport if you cannot see anything, next Hold CTRL and then right click here, then here, and so on until we get something like this.

Okay, select this vertex here and then press Shift Ctrl V to do a vertex bevel, scroll the mouse wheel until we have around seven to 10 vertices. Next, select this vertex and bevel it also feel free to create different shapes if you want to. I think I want to use the tweak tool and just move this vertex a bit like this. Okay, before we use the spin operation, let's go back to the object mode and then press Shift D then x and just move this to the right a bit. We will use this one liter for the screw modifier. Press h to hide the object for now.

Select This object again and then press tab to go to the edit mode. To use the spin operation, there are several things that you need to prepare. First, you need to make sure that the vertices you want to spin are selected. Second, you need to avoid seeing your object from the front view or any axis viewport, because you may accidentally use that axis as the rotational axis. So just rotate the view to go back to the user perspective viewport just to play safe. The third thing you need to prepare is the 3d cursor location.

Because the spin operation will use the 3d cursor location as the center of its rotation, you need to make sure that it is located at the center. After you have these three things prepared. Then you can start using the spin operation by clicking on this tool here. The tool will display the spin Gizmo, click and drag on one of these plus sign and do not let go while reading like this. We can see the 3d mesh takes into form. If you want to snap the rotation by five degrees increments, you can hold the control key.

This way, we can easily rotate all the way and snap to 360 degrees to create a full circle. If you made a mistake, don't worry this open the less operator panel here and change the parameters that you need to revise. If for example, you mistakenly stop at the wrong angle degree, you can type 360 here to have a full circle. Up here you can define how many steps you want to have for the spin. The more steps you have the smoother the result, but at the cost of more polygons greater also this one to 36. Now this auto merge option here is important as this will merge the vertices in the area where the start and the end mate.

But unfortunately, at the current Blender version that I'm using, this option will merge the vertices down here at the center area. So we need to fix this center area leader manually. Next. As I mentioned before, point to point modeling will usually cause flip normals problem. You can see this clearly if you turn on the face orientation overlay. And this flip normals option here, we will not solve the problem as it only flips the normals back and forth.

To fix the normal problems, we can use the recalculate normal operation. But before that, notice currently we are still in a spin to mode. Let's activate the Select tool mode here. Or you can press W on the keyboard just to be safe, as we don't want to accidentally spin the mesh again. Now before we fixed the normal, I think it is best that we fixed the double Virtus problem first, if we rotate the object and select this vertex, and then press G to move it, we can see in this location, we actually have multiple vertices. Let's undo the movement to fix this double vote.

This is problem, simply press A to select all, then press our M and then choose by distance. Now there should be no more double overdoses in the model. Next, to fix the normal issue, press A again to select all and then press Shift n. If pressing Shift n makes the outer faces red instead of blue, then you need to use the opposite shortcut which is shift control and just make sure that the red color is inside and the blue color is outside. Okay. If you want to 3d print this model, then you need to give the model a thickness. One way to do this is by using the solidify command, select all of the faces by pressing a then in the face menu up here, find a solidify faces command.

We can control the thickness via the operator panel down here. If you want the value to go up and down slower, you can do so by holding the shift modifier key In sliding the value, we can see if we have negative number you will get flipped normal, you can use this value and fix the normal again. But I will use positive value now, so I don't need to fix the normals after this. And there you go. This model is now many fold so you can print it using 3d printers. Let's turn off the face orientation overlay.

Change the shading to smooth and open the Data tab here and turn on the auto smooth option. Next, we can create the revolving 3d mesh using the screw modifier instead of the spin mesh operation. The benefit of having a modifier as we discussed earlier is that it is non destructive. So unlike the spin operation, by using the screw modifier, you can always change things around later. Let's hide this one and unhide the other one that we duplicated before, make sure this object is selected and then go to the modifier panel admin defier and then choose screw here. By the way, we get this 3d vase here.

This crew modifier by default will add smooth shading to the object. So all we need to do now is go into the data panel normals and turn on the auto smooth option here. This way you can have more control on where the smooth thing will happen. You've seen this angle threshold value. Now at this stage, if you want to see the wireframe, you cannot just press tab to go to the edit mode. Because in the edit mode, you only have this thin shape, we can turn off this edit mode preview here to see the original mesh better.

The circle or mesh is generated by the modifier there is why it is not accessible in the edit mode. If we go back to the object mode, and we want to see the wireframe here, what we can do is to activate the wireframe viewport overlay. We can access it by clicking here and then turn this wireframe checkbox on now we can see the wireframe of the mesh Generate by the modifier. First of all, I always have this merge vertices option on saw this way, there should be no double vertices in the model. Next, we want to add more steps. Basically, this is like the steps in a spin operation.

The more you have, the smoother the mesh will be at the expense of more polygon counts. Let's put 36 also. But notice there are actually two different steps values here. The upper one is the steps a value that will be used in the viewport, while the render steps a value down here is used when we do the final rendering. Most of the time you want these values to be the same, or in certain scenario, you even want the viewport steps of value to be lower than the render steps a value. For now let's just make it the same.

To copy paste the value. simply hover the mouse on top of this one, then without clicking or anything. Just press Ctrl C, then hover the mouse to the render steps input field here and then press Control V, we now have similar steps or values. Okay, now what about the normals problem, because we created the base shape using the point to point modeling techniques. If we turn on the face orientation overlay, we can see that the normals are not correct or uniform. To fix this issue, we can just turn on this calculate order option here.

Now the outer faces become all blue. If somehow they all turned into red, then you need to click this flip option here. This crew modifier is not only good for removing or rotating mesh, but it also able to produce spiral mesh. That is why it is named screw and not spin modifier. To do this, you need to use the screw input field here. We can see it adds height value to the existing revolving mesh and if you want to repeat the geometry And again, you can simply increase the durations of value here as much as you needed.

For now, let's change these values back to the defaults by hovering on them and then press backspace. If for example, you want to 3d print this object, then you need to add thickness to this object also, previously, we use the solidify operation. Now, we are going to do that also but using the solidify modifier, so add modifier, then select solidify here and just change the thickness value here as needed. Let me turn off the face orientation overlay again, and unhide the original object that we created before using the spin operation. As we can see, we have similar results, but this one has more advantage over this one as we created it using modifiers

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