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How to make a chinese doggy bag?
How do I make a boxed extrusion on a cube that has a subdivision surface modifier?Is grass texture or 3d object?Is it possible to make a boundary box for an object while sculpting?Noob question x 2: toroidal channel & toroidal insertCharacter stick to bottom of ground static objects. How do I fix this?Making a 3D semicircle and then hollowing out a portion of itContinuing division of cylinder to top facesObject / Edge Bevel with angle other than 45 degrees3D models show up as boxesHow to make Holes in Walls, connect Joints and make it symmetric / equal sides?
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
Hello,
I'm new with this program and I really need your help!!
I'd like to make a doggy bag like this image, without food.
I could find some tutorials making box but I would like to make the bottom round and the top opening part in square.
Is there sweet somebody who can explain me this easily please??
That would be so lovely!
Thank you :)
modeling objects
New contributor
$endgroup$
add a comment |
$begingroup$
Hello,
I'm new with this program and I really need your help!!
I'd like to make a doggy bag like this image, without food.
I could find some tutorials making box but I would like to make the bottom round and the top opening part in square.
Is there sweet somebody who can explain me this easily please??
That would be so lovely!
Thank you :)
modeling objects
New contributor
$endgroup$
add a comment |
$begingroup$
Hello,
I'm new with this program and I really need your help!!
I'd like to make a doggy bag like this image, without food.
I could find some tutorials making box but I would like to make the bottom round and the top opening part in square.
Is there sweet somebody who can explain me this easily please??
That would be so lovely!
Thank you :)
modeling objects
New contributor
$endgroup$
Hello,
I'm new with this program and I really need your help!!
I'd like to make a doggy bag like this image, without food.
I could find some tutorials making box but I would like to make the bottom round and the top opening part in square.
Is there sweet somebody who can explain me this easily please??
That would be so lovely!
Thank you :)
modeling objects
modeling objects
New contributor
New contributor
New contributor
asked May 2 at 17:59
dodobirddodobird
61
61
New contributor
New contributor
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
You could do it this way:
- Create a plane and subdivide it twice.
- Bring the additional edge loops close to the borders.
- Extrude down the whole plane and recalculate the normals with a ctrlN.
- Remove the bottom, select the rim and press W > LoopTools > Circle to make your square a circle (if you don't see the LoopTools you need to activate the addon in the Preferences).
- Now your bottom is a circle, rotate it on the Z axis so that it's correctly aligned.
- If you give your object a Subdivision Surface modifier you'll have a smooth object but your top angles won't be sharp anymore. To sharp then back create some additional edge loops with some ctrl R.
- Remove the top faces.
- Close the bottom with some extrudes, then a merge: alt M > At Center.
- You can add a Solidify modifier to give it thickness.
$endgroup$
add a comment |
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1 Answer
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1 Answer
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$begingroup$
You could do it this way:
- Create a plane and subdivide it twice.
- Bring the additional edge loops close to the borders.
- Extrude down the whole plane and recalculate the normals with a ctrlN.
- Remove the bottom, select the rim and press W > LoopTools > Circle to make your square a circle (if you don't see the LoopTools you need to activate the addon in the Preferences).
- Now your bottom is a circle, rotate it on the Z axis so that it's correctly aligned.
- If you give your object a Subdivision Surface modifier you'll have a smooth object but your top angles won't be sharp anymore. To sharp then back create some additional edge loops with some ctrl R.
- Remove the top faces.
- Close the bottom with some extrudes, then a merge: alt M > At Center.
- You can add a Solidify modifier to give it thickness.
$endgroup$
add a comment |
$begingroup$
You could do it this way:
- Create a plane and subdivide it twice.
- Bring the additional edge loops close to the borders.
- Extrude down the whole plane and recalculate the normals with a ctrlN.
- Remove the bottom, select the rim and press W > LoopTools > Circle to make your square a circle (if you don't see the LoopTools you need to activate the addon in the Preferences).
- Now your bottom is a circle, rotate it on the Z axis so that it's correctly aligned.
- If you give your object a Subdivision Surface modifier you'll have a smooth object but your top angles won't be sharp anymore. To sharp then back create some additional edge loops with some ctrl R.
- Remove the top faces.
- Close the bottom with some extrudes, then a merge: alt M > At Center.
- You can add a Solidify modifier to give it thickness.
$endgroup$
add a comment |
$begingroup$
You could do it this way:
- Create a plane and subdivide it twice.
- Bring the additional edge loops close to the borders.
- Extrude down the whole plane and recalculate the normals with a ctrlN.
- Remove the bottom, select the rim and press W > LoopTools > Circle to make your square a circle (if you don't see the LoopTools you need to activate the addon in the Preferences).
- Now your bottom is a circle, rotate it on the Z axis so that it's correctly aligned.
- If you give your object a Subdivision Surface modifier you'll have a smooth object but your top angles won't be sharp anymore. To sharp then back create some additional edge loops with some ctrl R.
- Remove the top faces.
- Close the bottom with some extrudes, then a merge: alt M > At Center.
- You can add a Solidify modifier to give it thickness.
$endgroup$
You could do it this way:
- Create a plane and subdivide it twice.
- Bring the additional edge loops close to the borders.
- Extrude down the whole plane and recalculate the normals with a ctrlN.
- Remove the bottom, select the rim and press W > LoopTools > Circle to make your square a circle (if you don't see the LoopTools you need to activate the addon in the Preferences).
- Now your bottom is a circle, rotate it on the Z axis so that it's correctly aligned.
- If you give your object a Subdivision Surface modifier you'll have a smooth object but your top angles won't be sharp anymore. To sharp then back create some additional edge loops with some ctrl R.
- Remove the top faces.
- Close the bottom with some extrudes, then a merge: alt M > At Center.
- You can add a Solidify modifier to give it thickness.
answered May 2 at 18:23
moonbootsmoonboots
15.6k21330
15.6k21330
add a comment |
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dodobird is a new contributor. Be nice, and check out our Code of Conduct.
dodobird is a new contributor. Be nice, and check out our Code of Conduct.
dodobird is a new contributor. Be nice, and check out our Code of Conduct.
dodobird is a new contributor. Be nice, and check out our Code of Conduct.
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