Modeling a Coffee Mug with Swift 3D V4

Stefan Schmalhaus - www.log2e.com

This tutorial is suited to get your feet wet in Swift's Advanced Modeler (AM). I assume that you have already read the manual and basically know your way around in Swift 3D V4. But you are not sure where to start in the AM? Stay tuned.

We are going to model a coffee mug. Yeah, I know, this simple kitchen item isn't very funky. But if this is your first modeling experience ever, you should be glad I do not teach you how to model Gollum (which I couldn't, by the way).

 

Start with a new scene and click on the Advanced Modeler tab. Make sure the Editing Mesh button is active.

We use the cylinder primitive as the basic shape for our mug. Click on the cylinder primitive button in the main toolbar. The cylinder properties appear (see image on the right).

We are not going to use the default values for the segmentation. Change those values to 8 (Axial) and 18 (Radial).

Hold down the CTRL key while you left-click and drag in the Perspective Viewport. (Actually you could use any other viewport, but by dragging in the Perspective Viewport the cylinder gets automatically centered at the origin.)

Now your four viewports should look like this:

Hit F or click the Face Selection button in the main toolbar. If the whole object was selected before all faces are now selected. Click somewhere in the background of the viewport to deselect them. Then select the 18 polygons at the top of the cylinder.

It's a good habit to keep an eye on the status line to make sure the right number of elements was selected:

Move your mouse over the selected faces and right-click. From the context menu choose Extrude -> Y. Left-click and drag a little until you have a result like on the image on the right.

Now add another extrusion by left-clicking and dragging again.

What you did is that you added two more segments at the top of the cylinder.

With the 18 polygons still selected, right-click and choose Scale -> Unifom from the context menu. Left-click and drag. The effect is that the polygons will grow radially or shrink towards the center. Drag until you get this result:

Choose Move -> Y and pull down the polygons until you have a flat surface at the top of the cylinder.

After pulling down the faces by just eyeballing the distance, we are now going for more accuracy. Maximize the Left Viewport, hit V (for Vertex Selection) and select the top row of vertices. Move your mouse over one of the vertices, right-click and choose Flatten -> Y.

After this action all the top vertices are at the exact same Y position!

Reset your viewports, hit F and select the inner 18 top polygons. Make a little extrusion along the Y axis (Extrude -> Y) but this time pull the faces down (some people call this a negative extrusion).

Repeat this another three times like shown on the following pictures. You can use whatever viewport you like but the Left Viewport shows you best how "deep" you are.

When you are done the inside of your object should look similar to this:

Now it's time to model the handle. Again, we start with a primitive mesh.

Click on the box primitive and use 1, 6 and 1 for the width, height and depth parameters.

Left-click and drag in the Perspective Viewport until you can see the box coming out of the cylinder object.

Switch to the Top Viewport. Use Move -> Z to move the box out of the cylinder along the Z axis. After that use Scale -> Uniform to shrink the box. Your Top Viewport should look like the picture on the right.

Switch to the Left Viewport. Use Scale -> Y to resize the height of the box. Your Left Viewport should look like this:

In the Perspective Viewport select the handle's two top and two bottom polygons that face the cylinder (see image on the right).

Once again, look at the status line to make sure you selected the right number of faces:

Switch to the Top Viewport. Use Extrude -> Z three times to add segments that go from the handle towards the cylinder:

In the Left Viewport hit V and drag the vertices at the upper and lower right corner of the handle until the handle looks like a, well, handle. You can use Move -> Free or combinations of Move -> Z and Move -> Y. Your result should be similar to this:

Switch to the Perspective Viewport. Select and delete the four faces on the cylinder that are opposite the handle, and also delete the four polygons at the upper and lower end of the handle that face the cylinder.

If you have problems selecting the faces, drag the handle a little away from the cylinder (like I did on the images below). After deleting the faces move the handle back in place again.

Now you have to weld both objects together. We do it vertex pair by vertex pair. Just select one vertex on the cylinder and the correspondig vertex on the handle. (Do not change the order in which you select the vertices of each pair during the whole process!) The first vertex you select turns green - this is the vertex to which the other one will get welded to. With your mouse over one of the selected vertices, right-click and choose Weld from the context menu.

Once you have welded the uppper part of the handle to the cylinder continue with the bottom part.

After finishing the welding you have one continuous mesh that very much looks like a coffee mug already. Pretty cool, eh?

To make the mug look less boxy, we are going to subdivide it. Select the whole object, right-click and choose Subdivide -> Smooth Include Border. That's better.

With the object still selected, do another Subdivide -> Smooth Include Border. Perfect!

Guess what? The hard work is over! Leave the AM by clicking on the Scene Editor tab.

Now it's time to apply a nice material to our mug. (I'm sure you know how to do this so we can skip this step.)

But before you finally head over to the Preview and Export Editor adjust the smoothing settings. Check Auto Smooth and set the Smooth Angle to 80.

Now render and have a nice cup of coffee.

The final rendering result: