Newbie here. Would like to get advice on how to approach modelling an input connector, such as the one shown in this image.
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$\begingroup$ hello, what difficulty did you meet exactly? $\endgroup$– moonbootsCommented 2 days ago
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$\begingroup$ @moonboots I wasn't sure if I should rotate a curve or build it up from separate elements. And also the inner part. $\endgroup$– camden_kidCommented 2 days ago
2 Answers
One way to do this,is just to use some simple basic Modelling Tools, like Inset Bevel and Loop Cut.
Here I have created a Cylinder. First I moved its top face down in Z axis to flatten it. Then I use Inset, that can be found for example from the face menu (Ctrl+F). While pressing Ctrl when the Inset tool is active, I can offset the inset geometry along its normal.
Next I add few loops with Loop Cut and Slide, and push them inward with Shrink/Flatten, to get some curvature to those parts
Then I bevel the edges I want to keep sharp, with 2 segments and Profile Shape set to 1:
Then I add Subdivision and Smooth by Angle modifiers, some material and get this:
I'm not saying that this is the best way, as I would personally prefer some procedural solution in most cases, same or similar to quellenforms answer, as I'm nearly never satified with the first version, and with this method it is much harder to change the design once it is done. I could have used Bevel Modifier here, istead, so it would be a bit easier to modify. But pure direct modelling is fun some times
Edit:
Material Settings, as they were asked in commends:
Viewport Shading Settings :
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$\begingroup$ Wonderful! That's exactly what BSE is for: to show solutions, and this is definitely a viable option, especially for beginners! $\endgroup$– quellenform ♦Commented 2 days ago
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$\begingroup$ Excellent. This is the type of solution I was look for somehow (although I do appreciate the answer from @quellenform). How did you get the material to look so nice? $\endgroup$ Commented 2 days ago
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1$\begingroup$ I added my Material settings and Viewport Shading settings to the answer. I use Better Pie Menu add-on, and the Material preset is from there. Also, it has some presets for Viewport settings, and I'm not 100% if there is something affecting to look. $\endgroup$– khellstrCommented 2 days ago
There is no "best way" to model this object, because there are always several ways and it always depends on what exactly you want to do.
A classic method would be to model the whole thing directly, but you can also solve this with Geometry Nodes.
To do this, simply use a curve as input and the Curve to Mesh
node.
Something like this:
PS: The/Another classic method would of course be, as Gordon aptly and emphatically pointed out in the comments, to edit this curve with a Screw Modifier.
...Make sure you select the correct axis and that the curve is in the right place.
A personal note:
I personally prefer solutions created with GN (as you can easily see). Since Blender is increasingly moving in this direction, I think it's wise to learn how GN works and familiarize others with it. Solutions with GN are often easier than expected, and I personally want to break down barriers and reservations.
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2$\begingroup$ I don't understand why every simple thing is done with Geometry Nodes today. Sure, there are many ways to do this, but since your method already requires to manually model the profile curve, why not just use a Screw modifier when no GN is explicitly asked for? I get the feeling new Blender users do not learn how to use all the other great tools in Blender anymore. But of course this is a solution to the question anyway. $\endgroup$ Commented 2 days ago
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2$\begingroup$ @GordonBrinkmann: i think the answer to your "not understanding" is easy: everybody answers in that way he/she is expert in. That's all ;) Just write an answer for the classic solution and you will see what OP prefers. Since he is a Blender beginner i would bet he would prefer the classic way because that's much easier to understand for beginner. And GN has often the disadvantage of good/more complicated uv mapping - which makes it harder to texture. $\endgroup$– ChrisCommented 2 days ago
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1$\begingroup$ @GordonBrinkmann I second the suggestion to write an answer with a classic solution. $\endgroup$ Commented 2 days ago
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1$\begingroup$ @Chris I agree with you: GN offers many possibilities and, above all, maximum flexibility, but it does have certain disadvantages (UVs?). My aim was simply to point out further possibilities (as I was sure that moonboots would have solved this task in a few seconds with a brilliant maneuver). $\endgroup$– quellenform ♦Commented 2 days ago
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2$\begingroup$ This is why I'm not a fan of disclaimers like the first paragraph, we just witnessed they don't work. When you are a hammer, everything looks like a nail, and quellenform's existence on BSE is heavily gn themed. IMHO answers like this are a great way to expose beginners to geonodes. $\endgroup$ Commented 2 days ago