Bending an Object into a Sphere
Im using polyhedrons created only from hexa- and pentagons to simulate tiles on a planetlike gameboard, to make my board look like a planet and not an polyhedron. I want to make it spherical while still keeping the tiles mostly intact, what would a good approch be?
I cant use subdivision surface or bevel because that only rounds out the edges and leaves the faces mostly flat. The Solution probably involes subdividing the faces and then telling the object to try to become a sphere, which is the part i dont know how to do.
The polyhedron i use looks like this
objects
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Im using polyhedrons created only from hexa- and pentagons to simulate tiles on a planetlike gameboard, to make my board look like a planet and not an polyhedron. I want to make it spherical while still keeping the tiles mostly intact, what would a good approch be?
I cant use subdivision surface or bevel because that only rounds out the edges and leaves the faces mostly flat. The Solution probably involes subdividing the faces and then telling the object to try to become a sphere, which is the part i dont know how to do.
The polyhedron i use looks like this
objects
add a comment |
Im using polyhedrons created only from hexa- and pentagons to simulate tiles on a planetlike gameboard, to make my board look like a planet and not an polyhedron. I want to make it spherical while still keeping the tiles mostly intact, what would a good approch be?
I cant use subdivision surface or bevel because that only rounds out the edges and leaves the faces mostly flat. The Solution probably involes subdividing the faces and then telling the object to try to become a sphere, which is the part i dont know how to do.
The polyhedron i use looks like this
objects
Im using polyhedrons created only from hexa- and pentagons to simulate tiles on a planetlike gameboard, to make my board look like a planet and not an polyhedron. I want to make it spherical while still keeping the tiles mostly intact, what would a good approch be?
I cant use subdivision surface or bevel because that only rounds out the edges and leaves the faces mostly flat. The Solution probably involes subdividing the faces and then telling the object to try to become a sphere, which is the part i dont know how to do.
The polyhedron i use looks like this
objects
objects
asked Dec 12 '18 at 7:32
Peter Krüger
132
132
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2 Answers
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Another approach:
- Just to tidy up, select all edges, CtrlE > Edge Data > 'Clear Sharp'
- Assign a Subdivision Surface modifier with the 'Simple' option (1 or 2 levels)
- Assign a Cast modifier, 'Sphere' option, Factor: 1
You can apply the modifiers to bake them into the mesh, if/when you need to, (in order, top to bottom)..
You can assign an 'Edge Split' modifier above the others, if you need to split out the surface tiles,
and apply it followed by P > separate by Loose Parts if you need the tiles to be separate objects
add a comment |
You need more geometry to have something to deform first so Subsurf modifier will be needed. You will need a few subdivisions. Once it is applied, you can go into Edit Mode(Tab), select all(a) and transform it to sphere(Shift+Alt+S).
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
Another approach:
- Just to tidy up, select all edges, CtrlE > Edge Data > 'Clear Sharp'
- Assign a Subdivision Surface modifier with the 'Simple' option (1 or 2 levels)
- Assign a Cast modifier, 'Sphere' option, Factor: 1
You can apply the modifiers to bake them into the mesh, if/when you need to, (in order, top to bottom)..
You can assign an 'Edge Split' modifier above the others, if you need to split out the surface tiles,
and apply it followed by P > separate by Loose Parts if you need the tiles to be separate objects
add a comment |
Another approach:
- Just to tidy up, select all edges, CtrlE > Edge Data > 'Clear Sharp'
- Assign a Subdivision Surface modifier with the 'Simple' option (1 or 2 levels)
- Assign a Cast modifier, 'Sphere' option, Factor: 1
You can apply the modifiers to bake them into the mesh, if/when you need to, (in order, top to bottom)..
You can assign an 'Edge Split' modifier above the others, if you need to split out the surface tiles,
and apply it followed by P > separate by Loose Parts if you need the tiles to be separate objects
add a comment |
Another approach:
- Just to tidy up, select all edges, CtrlE > Edge Data > 'Clear Sharp'
- Assign a Subdivision Surface modifier with the 'Simple' option (1 or 2 levels)
- Assign a Cast modifier, 'Sphere' option, Factor: 1
You can apply the modifiers to bake them into the mesh, if/when you need to, (in order, top to bottom)..
You can assign an 'Edge Split' modifier above the others, if you need to split out the surface tiles,
and apply it followed by P > separate by Loose Parts if you need the tiles to be separate objects
Another approach:
- Just to tidy up, select all edges, CtrlE > Edge Data > 'Clear Sharp'
- Assign a Subdivision Surface modifier with the 'Simple' option (1 or 2 levels)
- Assign a Cast modifier, 'Sphere' option, Factor: 1
You can apply the modifiers to bake them into the mesh, if/when you need to, (in order, top to bottom)..
You can assign an 'Edge Split' modifier above the others, if you need to split out the surface tiles,
and apply it followed by P > separate by Loose Parts if you need the tiles to be separate objects
edited Dec 12 '18 at 9:01
answered Dec 12 '18 at 8:52
Robin Betts
6,3201628
6,3201628
add a comment |
add a comment |
You need more geometry to have something to deform first so Subsurf modifier will be needed. You will need a few subdivisions. Once it is applied, you can go into Edit Mode(Tab), select all(a) and transform it to sphere(Shift+Alt+S).
add a comment |
You need more geometry to have something to deform first so Subsurf modifier will be needed. You will need a few subdivisions. Once it is applied, you can go into Edit Mode(Tab), select all(a) and transform it to sphere(Shift+Alt+S).
add a comment |
You need more geometry to have something to deform first so Subsurf modifier will be needed. You will need a few subdivisions. Once it is applied, you can go into Edit Mode(Tab), select all(a) and transform it to sphere(Shift+Alt+S).
You need more geometry to have something to deform first so Subsurf modifier will be needed. You will need a few subdivisions. Once it is applied, you can go into Edit Mode(Tab), select all(a) and transform it to sphere(Shift+Alt+S).
answered Dec 12 '18 at 8:08
Martin Z
4,0181426
4,0181426
add a comment |
add a comment |
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