Instead of learning one modeling tool and doggedly forcing it on every single project, I’ve concentrated on expanding the tools available to me. Rhino, TSplines and even ZBrush have some levels of overlap and if used as a trio in a well-equipped digital workroom, there’s hardly anything that can’t be created. For the pool toy, I’d rather use TSplines over the other two. Dorsal fin, pectoral fin, body, tail fluke… majority of the 35 minutes it took to complete was bouncing back and forth to study the browser image. Probably could’ve halved that time if I were pulling the shape against Rhino’s PictureFrame of isometric views.
Make a copy of the objects to a new layer and convert either copy to NURBS. The unconverted layer remains as TSplines to create iterative versions. Perfect 4-sided polysurfaces that match up with smooth, continuous edges. Using the Split
command, use one object to cut away the intersecting object. Reverse the pick order so that the cutter becomes the cuttee. Repeat for all intersecting objects and delete the unwanted trimmed portions.
Using Curve > Project from Objects
, throw a line down the body center. The resulting surface-hugging curve is used as the basis of Rhino’s Pipe
command. Make a hair-thin pipe and gumball-widen it. Voila. Simulated seam for the body panel. Same process could’ve been used for seams at the fins and fluke before
moving them into position when they were at a simpler isometric orientation. If I were less lazy, I’d rail-sweep a rounded rectangle curve to create the seam rather than a stretched pipe. TSplines would’ve also been suitable to model the plastic ripples at the snout.