How to model the needle/spiral of a badge/button?












2












$begingroup$


I try to model a badge/button and now I’m having some trouble to model the half-spiral of the needle (see picture).
My result is ok I think, but it was hard to get there via two circle paths, then deleting just a quarter of one and finally merging the two circles together. I also tried to build it via Curve > Curve spirals but there is no basis from which a good result could be achieved.



So I’m interested now to know how some of you would solve it, perhaps there is a much easier way to do it.



EDIT: the first picture is not my result, it’s just a reference.



enter image description here



enter image description here



enter image description here










share|improve this question











$endgroup$

















    2












    $begingroup$


    I try to model a badge/button and now I’m having some trouble to model the half-spiral of the needle (see picture).
    My result is ok I think, but it was hard to get there via two circle paths, then deleting just a quarter of one and finally merging the two circles together. I also tried to build it via Curve > Curve spirals but there is no basis from which a good result could be achieved.



    So I’m interested now to know how some of you would solve it, perhaps there is a much easier way to do it.



    EDIT: the first picture is not my result, it’s just a reference.



    enter image description here



    enter image description here



    enter image description here










    share|improve this question











    $endgroup$















      2












      2








      2


      1



      $begingroup$


      I try to model a badge/button and now I’m having some trouble to model the half-spiral of the needle (see picture).
      My result is ok I think, but it was hard to get there via two circle paths, then deleting just a quarter of one and finally merging the two circles together. I also tried to build it via Curve > Curve spirals but there is no basis from which a good result could be achieved.



      So I’m interested now to know how some of you would solve it, perhaps there is a much easier way to do it.



      EDIT: the first picture is not my result, it’s just a reference.



      enter image description here



      enter image description here



      enter image description here










      share|improve this question











      $endgroup$




      I try to model a badge/button and now I’m having some trouble to model the half-spiral of the needle (see picture).
      My result is ok I think, but it was hard to get there via two circle paths, then deleting just a quarter of one and finally merging the two circles together. I also tried to build it via Curve > Curve spirals but there is no basis from which a good result could be achieved.



      So I’m interested now to know how some of you would solve it, perhaps there is a much easier way to do it.



      EDIT: the first picture is not my result, it’s just a reference.



      enter image description here



      enter image description here



      enter image description here







      modeling path bevel






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited 2 days ago







      faybn

















      asked 2 days ago









      faybnfaybn

      315111




      315111






















          2 Answers
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          $begingroup$

          You can use a Circle and a Screw modifier :
          enter image description here



          Note that the object origin will be used as the screw axis, that's why I offseted it in my picture. But you can also use an Empty as an axis, just use the AxisObject field for that.






          share|improve this answer









          $endgroup$





















            2












            $begingroup$

            Because the whole object, to work, is not geometrically perfect (nothing is quite parallel, there are slight bends everywhere,) You might be tempted to model the whole object as one curve, starting with an Curve > Spiral, and E extruding from there. Even though, in Blender, it is a bit more awkward to model curves than meshes, most of the time. I think your method looks pretty good...



            This is a pure curve, with its native bevel, and a taper object for the tip:



            enter image description here






            share|improve this answer









            $endgroup$













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              2 Answers
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              2 Answers
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              4












              $begingroup$

              You can use a Circle and a Screw modifier :
              enter image description here



              Note that the object origin will be used as the screw axis, that's why I offseted it in my picture. But you can also use an Empty as an axis, just use the AxisObject field for that.






              share|improve this answer









              $endgroup$


















                4












                $begingroup$

                You can use a Circle and a Screw modifier :
                enter image description here



                Note that the object origin will be used as the screw axis, that's why I offseted it in my picture. But you can also use an Empty as an axis, just use the AxisObject field for that.






                share|improve this answer









                $endgroup$
















                  4












                  4








                  4





                  $begingroup$

                  You can use a Circle and a Screw modifier :
                  enter image description here



                  Note that the object origin will be used as the screw axis, that's why I offseted it in my picture. But you can also use an Empty as an axis, just use the AxisObject field for that.






                  share|improve this answer









                  $endgroup$



                  You can use a Circle and a Screw modifier :
                  enter image description here



                  Note that the object origin will be used as the screw axis, that's why I offseted it in my picture. But you can also use an Empty as an axis, just use the AxisObject field for that.







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 2 days ago









                  thibsertthibsert

                  1,9691311




                  1,9691311

























                      2












                      $begingroup$

                      Because the whole object, to work, is not geometrically perfect (nothing is quite parallel, there are slight bends everywhere,) You might be tempted to model the whole object as one curve, starting with an Curve > Spiral, and E extruding from there. Even though, in Blender, it is a bit more awkward to model curves than meshes, most of the time. I think your method looks pretty good...



                      This is a pure curve, with its native bevel, and a taper object for the tip:



                      enter image description here






                      share|improve this answer









                      $endgroup$


















                        2












                        $begingroup$

                        Because the whole object, to work, is not geometrically perfect (nothing is quite parallel, there are slight bends everywhere,) You might be tempted to model the whole object as one curve, starting with an Curve > Spiral, and E extruding from there. Even though, in Blender, it is a bit more awkward to model curves than meshes, most of the time. I think your method looks pretty good...



                        This is a pure curve, with its native bevel, and a taper object for the tip:



                        enter image description here






                        share|improve this answer









                        $endgroup$
















                          2












                          2








                          2





                          $begingroup$

                          Because the whole object, to work, is not geometrically perfect (nothing is quite parallel, there are slight bends everywhere,) You might be tempted to model the whole object as one curve, starting with an Curve > Spiral, and E extruding from there. Even though, in Blender, it is a bit more awkward to model curves than meshes, most of the time. I think your method looks pretty good...



                          This is a pure curve, with its native bevel, and a taper object for the tip:



                          enter image description here






                          share|improve this answer









                          $endgroup$



                          Because the whole object, to work, is not geometrically perfect (nothing is quite parallel, there are slight bends everywhere,) You might be tempted to model the whole object as one curve, starting with an Curve > Spiral, and E extruding from there. Even though, in Blender, it is a bit more awkward to model curves than meshes, most of the time. I think your method looks pretty good...



                          This is a pure curve, with its native bevel, and a taper object for the tip:



                          enter image description here







                          share|improve this answer












                          share|improve this answer



                          share|improve this answer










                          answered 2 days ago









                          Robin BettsRobin Betts

                          8,1141829




                          8,1141829






























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