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Subject: WIP: Coconut Chair


LuxXeon ( ) posted Wed, 28 January 2015 at 7:39 AM · edited Mon, 15 January 2024 at 11:40 AM
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Hi, everyone.  Tonight, I began my continued homage to the master furniture artist, George Nelson, by poly modeling one of his most popular designs; the elegant and whimsical, Coconut Chair.  In the world of contemporary, artistic home decor, it's hard to beat designer George Nelson.  He was a master of modern simplicity and elegant form.  His Coconut Chair may be one of his most iconic pieces.  For those unfamiliar with this piece, here are some reference materials:

Nelson Coconut Lounge Chair

file_65ded5353c5ee48d0b7d48c591b8f430.jp

Simple Blueprint:

file_3988c7f88ebcb58c6ce932b957b6f332.jp

Clearly, the shape of this chair is quite simple to reproduce in 3D.  In fact, there are many artists who have already created replica CG models of this chair, which is why I was hesitant to work on yet another.  However, after releasing my last Nelson project, the Marshmallow Sofa, I was inspired by the positive feedback of that freebie, to model this classic work of art.

I started with a simple plane with 22 segments, and shaped  it according to the coconut slice wedge with simple FFD (free form deformer) and some modifiers.  This, ultimately, became the starting point for both the thick, upholstered cushion and the lightweight plastic shell. The legs were created, as expected, with bezier splines, converted to polygons, and further refined.

Here's some wireframes so far, after about 30 minutes of modeling:

file_013d407166ec4fa56eb1e1f8cbe183b9.jp

file_7f6ffaa6bb0b408017b62254211691b5.jp

file_96da2f590cd7246bbde0051047b0d6f7.jp

As you probably guessed by the 100% quad topology, this will end up being a subdivided model.  The cushion and "plastic" shell will need some parallel support loops, and extra edges to prepare for subdivision smoothing.  I'll also need to incorporate some bevels, as I plan to model in the creasing and stitching detail of the cushion as well.  My self-imposed poly limit for this model will be somewhere around 15-20k quads.  Currently, in it's low poly base form, it's about 3200 quads.

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LuxXeon ( ) posted Wed, 28 January 2015 at 5:57 PM · edited Wed, 28 January 2015 at 6:01 PM
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Here's some informative tutelage for "beginners" about the method of subdivision smoothing I'm using on this object; particularly the shell frame.  When subdividing this model  without the addition of support loops, we tend to loose the sharpness of the corners, and hard edges.  Typically, I could simply define the edges of the model I wish to preserve as "hard", and that would work fine, but that doesn't always translate properly to every application when exporting a mesh as OBJ.  Some applications may read the information differently, or not at all.  So instead, I'm going to add support loops, and extra geometry to the edges and corners, to preserve the integrity of the mesh upon subdivision, and ensure the proper result, no matter how or where the object ends up later on.

In this case, simply adding parallel support loops through the edge rings around the model isn't enough, because we need to maintain that pointy edge on the top, and sides of our shape.  So, I will use a technique called "quad chamfering" to create the support needed to maintain good sharpness, and a bit of beveling where I want it...

file_a97da629b098b75c294dffdc3e463904.jp

Quad chamfers are especially nice, because they don't introduce triangles where the parallel edges intersect, which can avoid that nasty "pinching" effect often associated with chamfering after the mesh is subdivided.  Here's the subdivided result:

file_1ff8a7b5dc7a7d1f0ed65aaa29c04b1e.jp

The geometry is nice and smooth now, but still remains sharp where are wanted it, and keeps the overall integrity of the object's shape.  The bad part here, as you can see, is that there are a lot of unnecessary edge loops introduced to the mesh from the subdivision (I used two iterations of SubD to get the smoothing I wanted).  This can be fixed very easily once you are happy with the results by simply selecting any edge loops which are not contributing to the shape or smoothness of the mesh, and simply dissolve them.  Here's the final geometry after quickly cleaning up some of the unnecessary edge loops:

file_76dc611d6ebaafc66cc0879c71b5db5c.jp

Now we have a much cleaner mesh, but yet one which will guarantee the desired results in just about any application or render engine.  Removing the interior edge loops, which were not necessary after subdivision, saved us about 1000 polygons in our object!

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LuxXeon ( ) posted Wed, 28 January 2015 at 11:11 PM
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The most difficult part of modeling this chair as precisely as possible are the creases and stitchwork in the cushioning.  I've done many, many models with difficult insets and piping before, but this chair presents some unusual problems.  The creasing on this chair happens to fall directly over each pointed edge of the chair, and then inside the edges surrounding the cushion (not directly on the outer edges, but inside slightly).  Simply insetting edges, or chamfering them, in this case, is not good enough.  Because of the convexity and angles of some of the edges, a quad chamfer with negative inset will result in crossed verts and scrambled edges at the ends of every corner.  Same will happen if you just use a negative edge extrusion.  So, I had to figure out a new way to create the creasing in this object, whereby the edges and vertices do not cross each other, resulting in a difficult object to unwrap.

file_06409663226af2f3114485aa4e0a23b4.jp

It's a tricky bit of geometry, and in the end, the only way to do it is to fix the crossed bits by hand, which is time consuming compared to the overall modeling of the chair.

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LuxXeon ( ) posted Wed, 28 January 2015 at 11:17 PM
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But in the end, you get something like this...

file_2b44928ae11fb9384c4cf38708677c48.jp

file_82161242827b703e6acf9c726942a1e4.jp

Which is very close to how the seams in the real cushion should look.

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LuxXeon ( ) posted Thu, 29 January 2015 at 12:22 AM
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Some tweaking, and the inner chamfering to create the seat seams, and the cushion is about finished...

file_6c4b761a28b734fe93831e3fb400ce87.jp

file_5878a7ab84fb43402106c575658472fa.jp

All that's left now is to add a few wrinkles, to indicate some softness, and the model is finished.  Being all quads, the object should UVunwrap nicely, and texture well.

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airflamesred ( ) posted Thu, 29 January 2015 at 3:41 AM

And there endeth another fine lesson!

Can't fault that Lux, perfect all round. I've always done that quad chamfering but didn't know it was called that.

On the design, I would have thought that it would have screamed out for a white cushion on brown frame (cocanut reference) but what do I know.


SinnerSaint ( ) posted Thu, 29 January 2015 at 12:32 PM

Not bad, mate.  Not bad at all.  Modelling those seams in a standard polygon software can make you pull your hair out.  I think most people just use Zbrush and bake the maps for stuff like that, even though I think the real geometry looks better.  Looks like you can also clean some of the edge loops here in the same way you did the other object.


maxxxmodelz ( ) posted Fri, 30 January 2015 at 9:18 PM

Yeah. I see what you mean about the seams there.  That definitely looks like it could be a tricky effect to model.  I tried it myself just as a challenge the other day, and was not able to do it without overlapping the verts in those corners.  At least not with extrude or chamfer, but maybe there's other techniques that work better.

Just for kicks n giggles, I also gave it a shot in Blender, thinking maybe it had some algorithm in it's edge bevel that 3dsmax didn't, but once you push those edges inward, the same thing happens with the verts in those corners, so it's a universal modelling issue, not just a tool thing.  Great work overcoming that delimma here, however you managed to do it.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

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LuxXeon ( ) posted Sat, 31 January 2015 at 2:30 PM
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Airflamesred, my thoughts about the colors are the same as yours.  I'm finishing this model up tonight, and plan to texture it according to a "coconut", with white cushion, and brown shell/frame.  Should look interesting.

Maxxxmodelz, beveling and extruding are indeed universally accepted across most polygon modeling packages. You can typically extrude according to local or world coordinates; so if the direction vectors of your vertex normals intersect at some point in world space, the edges of your extrusions will eventually cross.  In this case, the normals are very close to begin with, so almost immediately, the edges cross almost immediately after intruding the bevels. The only way to counter this is with custom scripting, which requires some algebraic formulas, or to simply (and laboriously) move the vertices by hand.

This model proved slightly more complex than I anticipated going into it. I think it has to do with the unusual shape;  it's not your typical rectangular, or round-cushioned chair.

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maxxxmodelz ( ) posted Sat, 31 January 2015 at 9:27 PM

Well, if you have a moment, I'd love you to critique my attempt of this model in Blender.  Have a look.  It's nowhere near the complexity of yours, I'm sure, but I'm really stumped as to why I'm getting all these creased edges where I don't actually want them.  When I subdivide, it's the same thing.  Can't figure out why this isn't smoothing properly for me.  I'm sure it's the topology, but where, and how to fix?  Any input would be helpful.  Thanks.

file_006f52e9102a8d3be2fe5614f42ba989.jpfile_c45147dee729311ef5b5c3003946c48f.jp


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

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LuxXeon ( ) posted Sun, 01 February 2015 at 8:27 AM · edited Sun, 01 February 2015 at 8:27 AM
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Maxxx, this looks like a classic case of what we discussed previously in the other WIP thread of the rifle; geometry artifacts.  The reason for it here is just the amount of long, unsupported edges making up the curved portions of the cushion.  This is why we should strive to model with faces and edges of reasonably similar length and size.  Try adding one or two more edgeloops through those long, unsupported edges of the cushion, then apply a regular smooth modifier.

It also looks like you may have some unwelded verts in that center vertical edge loop.  The edge loop seems to  "split" up near the top.

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LuxXeon ( ) posted Sun, 01 February 2015 at 1:34 PM
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Also, maxxxmodelz, I found you can easily fix the crossed edges introduced to the seam bevels, in 3dsmax at least, using the relax/soften paint deform brush in the Graphite ribbon.  If you set the brush to a small brush size (mine was around 0.3), and a very low strength (0.05), you will be able to "untangle" or relax those crossed edges very easily just by brushing over them once or twice in that local area.  You'll have to do it to each corner, but it does a very nice job, and only takes a few seconds at each corner.

I'm not sure how you would handle this in Blender.  I don't have experience with Blender's geometry brushes.  I know it has them to some degree

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maxxxmodelz ( ) posted Mon, 02 February 2015 at 9:23 PM

Lux, I've been taking a more serious stab at learning Blender recently, and that's one of the problems I'm having with it, is finding the common tools I'm used to in 3dsmax, in Blender.  SOmetimes Blender has alternatives, sometimes it doesn't, and I have to find a new way about it.

I'm not sure how I would relax those areas with Blender either.  It doesn't seem to have geometry brushes to manipulate a mesh, which are NOT connected in some way to it's sculpting tools.  I'll figure it out as I go, I guess.  Meanwhile, I'll just stick to Max for my more complicated modelling jobs.


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maxxxmodelz ( ) posted Tue, 03 February 2015 at 10:48 PM

Looks like I'll be modelling in Max a little longer than I thought.  Blender's Bevel feature is giving me agita!  lol.  Lux, how were you able to transition to Blender's way of dealing with insets and bevels?


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.


HMorton ( ) posted Wed, 04 February 2015 at 12:26 AM · edited Wed, 04 February 2015 at 12:26 AM

Looks like I'll be modelling in Max a little longer than I thought.  Blender's Bevel feature is giving me agita!  lol.  Lux, how were you able to transition to Blender's way of dealing with insets and bevels?

Just don't give up on Blender!  I have posted a reply to your thread over in the blender forum, and there are some solutions to some of your issues.  Especailly the one about box selections, and being able to rotate your view.  Blender is an amazing modeling software, as well as much more!  You just have to adjust the way you are used to doing some things in 3dsmax.  Heck, I follow 3dsmax tutorials in Blender all the time now, and sometimes I'm way ahead of what the teacher in the tuts are doing!  So obviously there are some things faster and easier in Blender too. This model looks great, Luxxeon!  Will you be releasing this as a freebie?  I love this chair!


LuxXeon ( ) posted Wed, 04 February 2015 at 11:56 AM · edited Wed, 04 February 2015 at 11:57 AM
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Lux, how were you able to transition to Blender's way of dealing with insets and bevels?

I didn't.  I'm still using 3dsmax for all my polygon modeling, and even some UV unwrapping.  I have the latest version of Blender, and I know my way around the package, but I don't currently use it to model. The only other software I employ regularly in my personal workflow is 3DCoat; mostly for UV's, and texturing.  I think Blender is a great package, but I simply haven't put it to any use beyond the learning experience.

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Cybermonk ( ) posted Wed, 04 February 2015 at 7:35 PM

To do something similar in Blender to what Lux  is talking about you can use the smooth Brush in sculpt mode. I would set the model to show wire and show all edges. That way you can see how you are effecting the mesh since sculpt mode normally just shows a smooth shaded version. 

Lux as always great model and super clean.  Your Mesh-Fu is strong. :)

file_045117b0e0a11a242b9765e79cbf113f.jp

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LuxXeon ( ) posted Thu, 05 February 2015 at 4:55 PM
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Cybermonk is correct.  In Blender, the Smooth brush in Sculpt mode performs the exact same function as the Relax brush in the Paint Deform panel of the Graphite modeling ribbon of 3dsmax.  It will, in essence, relax the vertices of the mesh, based on brush size and strength, in any given location of the topology.  Just be sure, in the Blender Brush preferences panel, the Dyntopo option is disabled.  Otherwise, it will begin to dynamically tessellate the surface with delaunay triangulation, similar to the dynamic topology in Sculptris.  The sculpt brushes in Blender can be used the same as the Paint Deform brushes in 3dsmax to help you create a clean, non-overlapping surface mesh.

I'm in the process of packaging this Coconut chair model for distribution now.  I'll release it probably in less than a couple hours; first on my DA page, then some other resource sites.  It should be available here on Renderosity in Freestuff as soon as it gets approved.

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LuxXeon ( ) posted Thu, 05 February 2015 at 7:44 PM
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The model is now available for download on ShareCG.com, Turbosquid.com, and my DA Profile page.  I submitted it also to Renderosity Freestuff, but it has yet to be approved.  Here's some example renders, and wireframes...

file_2723d092b63885e0d7c260cc007e8b9d.jp

file_ec5decca5ed3d6b8079e2e7e7bacc9f2.jp

file_a0a080f42e6f13b3a2df133f073095dd.jp

file_31fefc0e570cb3860f2a6d4b38c6490d.jp

file_9fc3d7152ba9336a670e36d0ed79bc43.jp

file_e00da03b685a0dd18fb6a08af0923de0.jp

file_9766527f2b5d3e95d4a733fcfb77bd7e.jp

file_8f53295a73878494e9bc8dd6c3c7104f.jp

I appreciate the feedback, and hope some of you find the model useful in some way.  This model is moderate in polycount, so it could be used as a filler prop in any interior scene, yet detailed enough to be used as a hero object in macro or portrait shots.

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HMorton ( ) posted Fri, 06 February 2015 at 6:05 PM

Cybermonk is correct.  In Blender, the Smooth brush in Sculpt mode performs the exact same function as the Relax brush in the Paint Deform panel of the Graphite modeling ribbon of 3dsmax.  It will, in essence, relax the vertices of the mesh, based on brush size and strength, in any given location of the topology.  Just be sure, in the Blender Brush preferences panel, the Dyntopo option is disabled.  Otherwise, it will begin to dynamically tessellate the surface with delaunay triangulation, similar to the dynamic topology in Sculptris.  The sculpt brushes in Blender can be used the same as the Paint Deform brushes in 3dsmax to help you create a clean, non-overlapping surface mesh.

I'm in the process of packaging this Coconut chair model for distribution now.  I'll release it probably in less than a couple hours; first on my DA page, then some other resource sites.  It should be available here on Renderosity in Freestuff as soon as it gets approved.

Incredible!  Yet more evidence that Blender is the greatest 3d software on Earth, and can compete even with the "mighty Max" for modelling.  Anyone on a shoestring budget like myself, interested in 3d creation needs to take a serious dive into Blender.  They won't be sorry, once they discover what they can really do. Your chair looks great, Luxxeon, as do all your models.  I'll be looking for this over in the Freestuff forum.


SinnerSaint ( ) posted Fri, 06 February 2015 at 11:36 PM

Incredible!  Yet more evidence that Blender is the greatest 3d software on Earth, and can compete even with the "mighty Max" for modelling.  Anyone on a shoestring budget like myself, interested in 3d creation needs to take a serious dive into Blender.  They won't be sorry, once they discover what they can really do. Your chair looks great, Luxxeon, as do all your models.  I'll be looking for this over in the Freestuff forum.

I've had a gutful of the fanboy yarn, mate.  No offense, but I disagree with you.  Not about have a blue about it, but really.  Its gotta be the second or third post I read like that.  Luxxeon already said, Blender wasn't used to make the model here, so why all the fuss?

Back to topic.  Lux, I dont get why you didn't clean up some of the edges on the cushion there.  You said you saved 1000 polys by removing edge loops on the other piece, but then leave all those edges in the cushion?  I haven't downloaded the model yet to have a look, but did you forget?  Topology looks good, but I see lots of loops in the cushion there which could probably go.


airflamesred ( ) posted Sat, 07 February 2015 at 3:34 AM

Incredible!  Yet more evidence that Blender is the greatest 3d software on Earth, and can compete even with the "mighty Max" for modelling. The greatest 3d software on Earth? It's free and you like it - end of.

Great work Lux, as usual.


LuxXeon ( ) posted Sat, 07 February 2015 at 12:49 PM
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Back to topic.  Lux, I dont get why you didn't clean up some of the edges on the cushion there.  You said you saved 1000 polys by removing edge loops on the other piece, but then leave all those edges in the cushion?  I haven't downloaded the model yet to have a look, but did you forget?  Topology looks good, but I see lots of loops in the cushion there which could probably go.

The edge loops around the outer parts of the cushion, unlike the base I showed previously, are actually supporting some topological definition.  If you download the model and have a look, you'll notice there are some subtle wrinkles modeled in there along the outer border, which require a few extra edge loops to support.  I could have maybe baked those into the normal map, as they are subtle to begin with, but at certain angles, I feel they look much better as geometry.  This is a model which is 100% quads, so anyone who wishes to use it in a low poly environment could easily sculpt some more details in it using Zbrush or Mudbox, for example, and then just bake those details to a low res proxy quite easily.  The model is intended for high poly scenes, but can be adapted to fit in a low poly pipeline very easily.  That's another reason I usually try to keep everything quads; just in case a user decides to use it for sculpting and retopo in a low poly environment.

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maxxxmodelz ( ) posted Wed, 18 February 2015 at 3:30 AM · edited Wed, 18 February 2015 at 3:31 AM

Incredible!  Yet more evidence that Blender is the greatest 3d software on Earth, and can compete even with the "mighty Max" for modelling.  Anyone on a shoestring budget like myself, interested in 3d creation needs to take a serious dive into Blender.  They won't be sorry, once they discover what they can really do.

Blender is awesome, but  I wouldn't jump the gun in calling it the greatest 3d software on earth just yet.  Coming over to it from 3dsmax myself, I'm finding Blender very incohesive in it's functionality and tool design.  It's convenient in some ways, then extremely unintuitive and lacking in others.  It's not apparent until you try doing the same stuff in it that you've done for years in other very capable software.  The 'Blendheads' in the other forums (not here, but Blenderartists and other places) love to say that Blender has it's "clever" ways of doing things, and some features in other apps aren't necessary, and left out of the design on purpose.  This is just nonesense in the highest order. The Blender forum on this site is the only place I've come across, so far, where knowledgable users are helpful and honest without being openly biased.  Blender can do some things extremely well, and it is impressive in many respects, but it's not a perfect application.  No software is perfect for that matter.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

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