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How can i create a seamless blend between two objects and give the illusion of rubber stretching?


Create a cycles material from rendered pictureCycles - Skybox using 6 projected imagesHow can I fix an unintended hole in my mesh?How to create iridescent glossy tile material?How to create a seamless low poly terrain with displace and multiple planes?Realistic wall surface in CyclesHow can I create an irregular, marble-tiles surface?How can I create a boolean mesh to replicate the movement of a milling bit?Creating an awkward shapeHow to model/material this headlight lens






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








4












$begingroup$


I'm trying to recreate this seamless, stretchy illusion between the character and environment as seen here: enter image description here



enter image description here



but have no idea how to do it? I've tried extruding particular faces of the floor plain but when it comes to curving it, the "stretchy cord" just doesn't look right, can anyone help me?



(images by Jun Seo Hahm)










share|improve this question











$endgroup$











  • $begingroup$
    Have you tried just adding a subdivision modifier to your extrusions so it does the smoothing for you?
    $endgroup$
    – Sudo
    Jun 19 at 22:30










  • $begingroup$
    What do you mean by when it comes to curving the stretchy cord doesn't look right? Please show some screenshots of your wireframe. Are you supposed to animate? If not you can just create a grid, subsurf it, then select a square, make it circular with shift alt S, and extrude up
    $endgroup$
    – moonboots
    Jun 20 at 6:34

















4












$begingroup$


I'm trying to recreate this seamless, stretchy illusion between the character and environment as seen here: enter image description here



enter image description here



but have no idea how to do it? I've tried extruding particular faces of the floor plain but when it comes to curving it, the "stretchy cord" just doesn't look right, can anyone help me?



(images by Jun Seo Hahm)










share|improve this question











$endgroup$











  • $begingroup$
    Have you tried just adding a subdivision modifier to your extrusions so it does the smoothing for you?
    $endgroup$
    – Sudo
    Jun 19 at 22:30










  • $begingroup$
    What do you mean by when it comes to curving the stretchy cord doesn't look right? Please show some screenshots of your wireframe. Are you supposed to animate? If not you can just create a grid, subsurf it, then select a square, make it circular with shift alt S, and extrude up
    $endgroup$
    – moonboots
    Jun 20 at 6:34













4












4








4





$begingroup$


I'm trying to recreate this seamless, stretchy illusion between the character and environment as seen here: enter image description here



enter image description here



but have no idea how to do it? I've tried extruding particular faces of the floor plain but when it comes to curving it, the "stretchy cord" just doesn't look right, can anyone help me?



(images by Jun Seo Hahm)










share|improve this question











$endgroup$




I'm trying to recreate this seamless, stretchy illusion between the character and environment as seen here: enter image description here



enter image description here



but have no idea how to do it? I've tried extruding particular faces of the floor plain but when it comes to curving it, the "stretchy cord" just doesn't look right, can anyone help me?



(images by Jun Seo Hahm)







modeling mesh materials






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Jun 20 at 0:44









cegaton

66.8k10 gold badges135 silver badges292 bronze badges




66.8k10 gold badges135 silver badges292 bronze badges










asked Jun 19 at 22:16









Joe ChapmanJoe Chapman

232 bronze badges




232 bronze badges











  • $begingroup$
    Have you tried just adding a subdivision modifier to your extrusions so it does the smoothing for you?
    $endgroup$
    – Sudo
    Jun 19 at 22:30










  • $begingroup$
    What do you mean by when it comes to curving the stretchy cord doesn't look right? Please show some screenshots of your wireframe. Are you supposed to animate? If not you can just create a grid, subsurf it, then select a square, make it circular with shift alt S, and extrude up
    $endgroup$
    – moonboots
    Jun 20 at 6:34
















  • $begingroup$
    Have you tried just adding a subdivision modifier to your extrusions so it does the smoothing for you?
    $endgroup$
    – Sudo
    Jun 19 at 22:30










  • $begingroup$
    What do you mean by when it comes to curving the stretchy cord doesn't look right? Please show some screenshots of your wireframe. Are you supposed to animate? If not you can just create a grid, subsurf it, then select a square, make it circular with shift alt S, and extrude up
    $endgroup$
    – moonboots
    Jun 20 at 6:34















$begingroup$
Have you tried just adding a subdivision modifier to your extrusions so it does the smoothing for you?
$endgroup$
– Sudo
Jun 19 at 22:30




$begingroup$
Have you tried just adding a subdivision modifier to your extrusions so it does the smoothing for you?
$endgroup$
– Sudo
Jun 19 at 22:30












$begingroup$
What do you mean by when it comes to curving the stretchy cord doesn't look right? Please show some screenshots of your wireframe. Are you supposed to animate? If not you can just create a grid, subsurf it, then select a square, make it circular with shift alt S, and extrude up
$endgroup$
– moonboots
Jun 20 at 6:34




$begingroup$
What do you mean by when it comes to curving the stretchy cord doesn't look right? Please show some screenshots of your wireframe. Are you supposed to animate? If not you can just create a grid, subsurf it, then select a square, make it circular with shift alt S, and extrude up
$endgroup$
– moonboots
Jun 20 at 6:34










2 Answers
2






active

oldest

votes


















2












$begingroup$

You don't tell enough about the difficulty you meet, but I guess the way to do it is the following one:



  • Create a plane, subdivide it, give it a Subdivision Surface modifier.

  • Cut a hole, select the borders and make it a circle with shiftaltS and drag.

  • Extrude up with E, scale down the new circle.

  • Go on...

enter image description here






share|improve this answer









$endgroup$












  • $begingroup$
    Thank you so much! i'm pretty much an amateur at blender so i don't even know any of the terminology to use to describe the problem, but this definitely helps.
    $endgroup$
    – Joe Chapman
    Jun 21 at 10:55


















5












$begingroup$

Add a plane with some subdivisions: hit W then S (in 2.79) a few times. Add a cube above it, adjust its scale then subdivide it a few times. Delete the faces at the legs in the cube and in the plane (one face/leg). Select the edges around the holes both on the cube and the floor, then bridge them with "Bridge edge loops" command. Then add a "Subdivision surface" modifier to the mesh. You can correct the legs with new edge loops by hitting ctrl+p.
enter image description here






share|improve this answer









$endgroup$















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    2 Answers
    2






    active

    oldest

    votes








    2 Answers
    2






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    2












    $begingroup$

    You don't tell enough about the difficulty you meet, but I guess the way to do it is the following one:



    • Create a plane, subdivide it, give it a Subdivision Surface modifier.

    • Cut a hole, select the borders and make it a circle with shiftaltS and drag.

    • Extrude up with E, scale down the new circle.

    • Go on...

    enter image description here






    share|improve this answer









    $endgroup$












    • $begingroup$
      Thank you so much! i'm pretty much an amateur at blender so i don't even know any of the terminology to use to describe the problem, but this definitely helps.
      $endgroup$
      – Joe Chapman
      Jun 21 at 10:55















    2












    $begingroup$

    You don't tell enough about the difficulty you meet, but I guess the way to do it is the following one:



    • Create a plane, subdivide it, give it a Subdivision Surface modifier.

    • Cut a hole, select the borders and make it a circle with shiftaltS and drag.

    • Extrude up with E, scale down the new circle.

    • Go on...

    enter image description here






    share|improve this answer









    $endgroup$












    • $begingroup$
      Thank you so much! i'm pretty much an amateur at blender so i don't even know any of the terminology to use to describe the problem, but this definitely helps.
      $endgroup$
      – Joe Chapman
      Jun 21 at 10:55













    2












    2








    2





    $begingroup$

    You don't tell enough about the difficulty you meet, but I guess the way to do it is the following one:



    • Create a plane, subdivide it, give it a Subdivision Surface modifier.

    • Cut a hole, select the borders and make it a circle with shiftaltS and drag.

    • Extrude up with E, scale down the new circle.

    • Go on...

    enter image description here






    share|improve this answer









    $endgroup$



    You don't tell enough about the difficulty you meet, but I guess the way to do it is the following one:



    • Create a plane, subdivide it, give it a Subdivision Surface modifier.

    • Cut a hole, select the borders and make it a circle with shiftaltS and drag.

    • Extrude up with E, scale down the new circle.

    • Go on...

    enter image description here







    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered Jun 20 at 7:03









    moonbootsmoonboots

    17.4k2 gold badges14 silver badges32 bronze badges




    17.4k2 gold badges14 silver badges32 bronze badges











    • $begingroup$
      Thank you so much! i'm pretty much an amateur at blender so i don't even know any of the terminology to use to describe the problem, but this definitely helps.
      $endgroup$
      – Joe Chapman
      Jun 21 at 10:55
















    • $begingroup$
      Thank you so much! i'm pretty much an amateur at blender so i don't even know any of the terminology to use to describe the problem, but this definitely helps.
      $endgroup$
      – Joe Chapman
      Jun 21 at 10:55















    $begingroup$
    Thank you so much! i'm pretty much an amateur at blender so i don't even know any of the terminology to use to describe the problem, but this definitely helps.
    $endgroup$
    – Joe Chapman
    Jun 21 at 10:55




    $begingroup$
    Thank you so much! i'm pretty much an amateur at blender so i don't even know any of the terminology to use to describe the problem, but this definitely helps.
    $endgroup$
    – Joe Chapman
    Jun 21 at 10:55













    5












    $begingroup$

    Add a plane with some subdivisions: hit W then S (in 2.79) a few times. Add a cube above it, adjust its scale then subdivide it a few times. Delete the faces at the legs in the cube and in the plane (one face/leg). Select the edges around the holes both on the cube and the floor, then bridge them with "Bridge edge loops" command. Then add a "Subdivision surface" modifier to the mesh. You can correct the legs with new edge loops by hitting ctrl+p.
    enter image description here






    share|improve this answer









    $endgroup$

















      5












      $begingroup$

      Add a plane with some subdivisions: hit W then S (in 2.79) a few times. Add a cube above it, adjust its scale then subdivide it a few times. Delete the faces at the legs in the cube and in the plane (one face/leg). Select the edges around the holes both on the cube and the floor, then bridge them with "Bridge edge loops" command. Then add a "Subdivision surface" modifier to the mesh. You can correct the legs with new edge loops by hitting ctrl+p.
      enter image description here






      share|improve this answer









      $endgroup$















        5












        5








        5





        $begingroup$

        Add a plane with some subdivisions: hit W then S (in 2.79) a few times. Add a cube above it, adjust its scale then subdivide it a few times. Delete the faces at the legs in the cube and in the plane (one face/leg). Select the edges around the holes both on the cube and the floor, then bridge them with "Bridge edge loops" command. Then add a "Subdivision surface" modifier to the mesh. You can correct the legs with new edge loops by hitting ctrl+p.
        enter image description here






        share|improve this answer









        $endgroup$



        Add a plane with some subdivisions: hit W then S (in 2.79) a few times. Add a cube above it, adjust its scale then subdivide it a few times. Delete the faces at the legs in the cube and in the plane (one face/leg). Select the edges around the holes both on the cube and the floor, then bridge them with "Bridge edge loops" command. Then add a "Subdivision surface" modifier to the mesh. You can correct the legs with new edge loops by hitting ctrl+p.
        enter image description here







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Jun 20 at 6:53









        FFellerFFeller

        1,8891 gold badge3 silver badges10 bronze badges




        1,8891 gold badge3 silver badges10 bronze badges



























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