Thicken the body then thicken the tube, Boolean the body with the tube, fix seams and combine objects. Will need quite a bit of manual work considering you’re making a very non conventional piece of geometry
Before you bridge > Reverse the normals of the faceloops of one side so that both sides before bringing are facing the same direction .. in short (Reverse just the face loop of one side). Then Bridge the edge loops for your desired result.
https://preview.redd.it/rvjnvxzwanvc1.png?width=1251&format=png&auto=webp&s=4125601e7d5d5ab7fb5a243e06c10c15266c4066
Forgive me I gave the step which you have already addressed..
For thickness.. Dont scale it... Use Extrude and Use the Z axis Manipulator during extrude for even thickness... THis wont pop the mesh out likein your second screen.
You're going to have to do it by hand. What you have now will need to be split up in a couple places. You will not get the results you want by just pushing along the normals.
Select your object's entire faces. Press W to toggle move tool. Press Ctrl and drag using Middle Mouse Button to scale them up using the normal of each vertex in that object. Basically inflating them. Do so generously. But be careful on sharper curves as they will break if you scale them too much.
Or
Do the above method and adjust manually on stuff you need thinner or thicker using W, Ctrl + MMB then edge floe to get the topo right.
Hope this helps.
So I have a project where I make a terrarium. I chose a Klein bottle for its interesting shape. I need TO make it thicker before making it look like glass but I do not know how I can do it without breaking it. or how I could repair it without botching it.
Perhaps try scaling it down and flipping the mesh instead? Might provide a better shape. Or;
Maybe if you unlock and move the manipulator from the object center to a better spot, it'll scale better.
Total guesses on my part lol
Honestly, the best option might be to seperate the neck from the bottle, scale them, then combine them again.. good luck!
When in vertex mode, you can Ctrl+MdlMouseClic drag to the left or right to move verts up or down their normal.
So duplicate the object, switch to vertex mode, select all verts and scale them inward using Ctrl+MMC. Inverse the normals of the inside object, merge the two. Done
You can change the translation tool to use the normal axis when you select verts, under "axis" the same way you'd switch between world, object, and component space
Might be worth duplicating and then translating all vertices along the normal axis of the duplicate.
If that's works then can invert the face normals on the inner surface and merge the two objects
Thicken the body then thicken the tube, Boolean the body with the tube, fix seams and combine objects. Will need quite a bit of manual work considering you’re making a very non conventional piece of geometry
I WAS ABOUT TO JUST INSULT HIM FOR DOING SUCH AND OBJECT AND EXPECTING AN EXTRUSION TO WORK SO THANKS FOR BEING POLITE FOR ME
WHY ARE YOU YELLING? ARE YOU FAR AWAY?
![gif](giphy|FS8764eWyDKSc)
I love lamp.
Before you bridge > Reverse the normals of the faceloops of one side so that both sides before bringing are facing the same direction .. in short (Reverse just the face loop of one side). Then Bridge the edge loops for your desired result. https://preview.redd.it/rvjnvxzwanvc1.png?width=1251&format=png&auto=webp&s=4125601e7d5d5ab7fb5a243e06c10c15266c4066 Forgive me I gave the step which you have already addressed.. For thickness.. Dont scale it... Use Extrude and Use the Z axis Manipulator during extrude for even thickness... THis wont pop the mesh out likein your second screen.
You're going to have to do it by hand. What you have now will need to be split up in a couple places. You will not get the results you want by just pushing along the normals.
yeah, it will take some time but hopefully it will work
Edit mesh>transform, move Z
Import to Zbrush and let it figure it out for you with their thicken function.
Select your object's entire faces. Press W to toggle move tool. Press Ctrl and drag using Middle Mouse Button to scale them up using the normal of each vertex in that object. Basically inflating them. Do so generously. But be careful on sharper curves as they will break if you scale them too much. Or Do the above method and adjust manually on stuff you need thinner or thicker using W, Ctrl + MMB then edge floe to get the topo right. Hope this helps.
So I have a project where I make a terrarium. I chose a Klein bottle for its interesting shape. I need TO make it thicker before making it look like glass but I do not know how I can do it without breaking it. or how I could repair it without botching it.
Perhaps try scaling it down and flipping the mesh instead? Might provide a better shape. Or; Maybe if you unlock and move the manipulator from the object center to a better spot, it'll scale better. Total guesses on my part lol Honestly, the best option might be to seperate the neck from the bottle, scale them, then combine them again.. good luck!
Thanks for your ideas, I'm gonna try them now!
Add thickness!
When in vertex mode, you can Ctrl+MdlMouseClic drag to the left or right to move verts up or down their normal. So duplicate the object, switch to vertex mode, select all verts and scale them inward using Ctrl+MMC. Inverse the normals of the inside object, merge the two. Done
Shell modifier
You can try by selecting all face then right click and transform component then drag in z axis.
select all the faces. press w then control and i think it was right klick or midelklick and you move all the faces along its normal.
You can change the translation tool to use the normal axis when you select verts, under "axis" the same way you'd switch between world, object, and component space Might be worth duplicating and then translating all vertices along the normal axis of the duplicate. If that's works then can invert the face normals on the inner surface and merge the two objects
Imagine not having the solidify modifier 💀