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Open Hexagon and let's begin. Dynamic Geometry should be set to full.
These are your navigation tools for the viewing area
Select the Lines tab and choose circle from center. Create a circle about 5.0 in radius.
Just watch the radius box as you drag to select your circle and stop when you get close. You don't have to be exact. Click on the validate button when you have completed the circle.
Click on the Select points tool (F4). Then go to Selection and choose '1 over n'. Type the number 2 into the box in the Properties panel and validate.
Your circle will look like this.
Hold down the mouse button and click on the center yellow square of the universal manipulator and drag to pull in the selected points until you have a star shape.
Click anywhere inside the viewing area to deselect the points.
Go to the Surface modeling tab and choose the thickness tool and apply these settings:
Click on the lightning bolt in the Dynamic geometry panel.
This is what your star should look like so far:
Rename the Form in the scene tree by typing in a new name at the top of the Properties panel. I named the object Star. Hit enter.
We need to make this ornament more interesting. Go to Edit/Copy and then Edit Paste.
The newly copied star will be placed exactly over the first one. It will also list in the scene tree with the same name so go ahead and change its name to Star1.
Make sure it's still selected in the scene tree.
Zoom out for a larger view. Click and drag on the center yellow square of the universal manipulator and make the new star shape larger. It may take a couple of tries but you will get it. You don't want any points of either star to overlap so continue to make the new star larger until it is clear of the first one. See image:
With Star1 still selected go to the Properties panel and click on the number 1 next the word smoothing. Also click on the lightning bolt in the DG panel.
This is what your ornament should look like after smoothing.
Now is a good time to zero the position of our ornament. The newest star should still be selected. In the Properties panel type zero in the x, y and z axis. It's important to hit enter or validate when you have the last zero entered. The star will drop to the ground but that is OK. Click on the other star in the scene tree to select it and type zero in the axis boxes again and hit enter.
The star will drop.
Hold down the Shift key and select both
stars in the Scene tree list.
Next pull up on the green arrow of the
universal manipulator and pull the stars up
We are going to make a sphere to go around our stars. Select the sphere from the 3D Primitives tab and then click and drag a sphere of about 26 to 27.000 diameter. Click validate.
Zero the position of the sphere by typing zero into the x, y and z boxes inside the Properties panel as you did before. The sphere will drop. Name the sphere.
Use the green arrow again of the universal manipulator and pull up until the sphere covers the stars.
Rotate your view and adjust the size of your sphere using the arrows of the universal manipulator if needed so that there are no points poking through from the stars inside.
Apply a smoothing of 1 to the sphere from inside the Properties panel. Click the lightning bolt to apply.
Click on the Select faces tool and rotate your view so you can see the top of the sphere. Select the faces as shown.
Select the Fast extrude tool from the Vertex modeling tab.
Pull up on the blue arrow just a little.
Rotate the sphere to view the bottom and repeat the above steps but pull down on the blue arrow this time.
Click on the Select points tool.
Click on the center middle point of the bottom of the sphere and pull down just a little.
Repeat for the top of the sphere but pull up of course. :o)
Switch back to the Select faces tool and select the same faces on the top of the sphere as before.
From the Vertex modeling tab select the tessellation tools and from the drop down list choose quad tessellation and apply.
This is the result;
Select the same faces as in the image and apply the quad again.
You should see this:
Select faces as shown and repeat quad:
Select and repeat quad.
Select and repeat quad.
Select and repeat the quad once more.
Next select those faces in the center.
Select the Fast extrude tool.
Pull the blue arrow straight up as shown in the image. Zoom out if needed for a broader view. Use the green arrow of the universal manipulator to adjust the length as needed. This is going to be the hook for our ornament. Leave the end selected.
Step 12 - Sweeping the Hook
Now switch to the Sweep Surface tool and use it to form a hook shape.
This may take a bit of practice but it is a fun tool to learn. Just click each time you want to change direction. The more times you click while creating the hook the smoother it will be. When you have your hook completed click on the lightning bolt to apply.
To edit the shape click on the select points tool and the lasso. Draw a selection around the points and use the arrows of the universal manipulator to shape the hook as needed. Rotate your view if needed.
The name of our sphere changed to Form when we made the extrusion so just click on Form in the scene tree and rename it back to Sphere.
Step 13 - Changing Faces
Use the Select faces tool and begin selecting every other face of the sphere, stopping at the extruded top and bottom areas. When you have the faces selected it will look like this.
Now go to Edit/Cut and then Edit/Paste.
The cutout faces will paste back into place. Also they have been added as a new form in the scene tree. Give the new form a name such as sphere1.
Step 14 - Thickness and Adjusting
With the newly pasted faces still active go to the surface modeling tab and click on the thickness tool. Apply these settings:
The top and bottom ends need to be extruded out again.
Turn off Sphere1 by clicking on the eye next to it in the scene tree tab for a better view.
Select Sphere and rotate your view to see the bottom. Select the faces shown. Click on the Fast extrude tool and pull down on the blue arrow.
Rotate your view again so you can see the top of the sphere. Zoom in very close to the base of the hook. Select the faces around the hook base but not the hook itself.
Select the rest of the faces as shown moving outward from the hook. If you hold down the Shift key you can then hold down the mouse button and move the cursor over the faces to select them.
Fast extrude again but first turn Sphere1 back on. Now go ahead and pull up on the blue arrow.
Step 15 - Final Steps
We are going to select the base of the hook and pull it up. Turn off Sphere1 again.
Click on the Select points tool. Zoom in very close to see inside of the sphere.
Rotate to get a good view of the hook base.
Only select the points of the end of the hook and try not to select any points of the sphere.
When you have the points selected pull up on the green arrow of the universal manipulator. Zoom in very close to the base of the hook at the top of the sphere and raise the selected points above the base as in the image.
This is the ornament…
and with materials applied.
Please refer to my previous tutorial, Arched Window Part 3 regarding how to assign Shading domains and Materials.
Here are the material settings I used for the ornament.
For exporting as Wavefront object;
I hope you have enjoyed this tutorial. Looking for more to do in Hexagon? I highly recommend the following Hexagon tutorials.
Ornament tutorial by Debbie Overstreet 'Samanthie'