Modeling the sci-fi rings with modifiers
Let's dive in deeper with modifiers. These fictional levitation rings can be made entirely with modifiers (after we add the initial primitive shape); we won't even have to enter Edit Mode! First off, let's create a cylinder:
- Press the Shift + A hotkey to bring up the Add menu.
- Choose Mesh | Cylinder.
- Click the little arrow to expand the Adjust Last Operation panel.
- Set Radius to 0.97 m.
- Set Depth to 0.09 m.
- Set Cap Fill Type to Nothing.
- Set Location X to 0.0 m.
- Set Location Y to 0.54 m.
- Set Location Z to 0.45 m.
- Rename the cylinder Chair_Rings.
These settings will create and align a new cylinder perfectly to the bottom ring below the chair.
Now that we have the cylinder, let's use modifiers to finish the shape:
- Go to the Modifiers tab in the Properties panel.
- Click Add Modifier.
- Choose Solidify from the Generate column.
- Set Thickness to 0.05 m.
The solidify modifier has given the ring some dimension; this is supposed to be a 3D model after all! We can see the results in the perspective view if we rotate the Viewport. Next, let's use a modifier to create the second and third rings:
- Click Add Modifier.
- Choose an Array from the Generate column.
- Set Count to 3.
- Set Relative Offset to 0.0 in the first row, 0.0 in the second row, and 2.200 in the third row.
The array modifier generates copies of a mesh and offsets them, so it's perfect for making repeating patterns. Lastly, let's taper the rings so that they match the reference:
- Click Add Modifier.
- Choose Simple Deform from the Deform column.
- Click the button labeled Taper to change the deformation type.
- Set Axis to Z.
- Set Factor to -0.275.
The modifier stack works from top to bottom, so the order in which we add them does affect the end result.
And that's all there is to it for modeling the rings! Isn't modeling with modifiers great? Let's take a look at the result:
Our chair just needs one last thing before we finish up the chapter: armrests!