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Lesson 28: Modeling for Package Design

This lesson illustrates how Alias can be used for package design, by constructing a bottle from initial curves to final surfaces. You use the Skin, Birail, and Round surface functions to generate the overall shape of the bottle. You also build the handle and top of the bottle using offsets, trimming, and freeform fillets. The focus of this lesson is to explore how different modeling tools can work together to achieve a final result.

As the model becomes more complex in this lesson, you will template and hide surfaces. This technique helps you keep track of what is happening on the screen and assists you in successfully picking surfaces and curves.

Initial Setup and Planning

Start with a clear workspace.

Open a new model with four views

  1. From the File menu, select New. If prompted, click Yes to delete all objects, shaders, views, and actions.
  2. From the Layouts menu, select All Windows All (Studio).

Set up of Design Constraints

Placing a box into the scene gives you the outer limits of height, width, and depth of the model. By working with a mock-up of the overall bottle shape, you can quickly create the desired proportions of the bottle. The shape can then be used as a design constraint for modeling the bottle.

Place and scale a cube primitive

  1. Select Objects Primitives Cube.Type: 0 0 0 and press Enter to place the cube at the origin.
  2. Select Xform Nonp scale and enter 6 2.5 9 to scale it. This shape is useful as the design constraint for creating curves and surfaces.
  3. Use the tumble and dolly tools to display the cube in 3D.

Creating a Skinned surface

Using the top of the box as a design constraint, you can create a profile line for the front, back, and right side of the bottle. Then, by creating one side of the curve and mirror-copying, you ensure that both sides have equally numbered and spaced CVs. The two sides are then attached to create a profile curve. Placing a copy of the profile above and below the constraint, you can create a skin that passes through the design area (the box).

Isolate the top surface of the shape.

  1. With nothing picked, select Pick Component. Make sure that the Surface icon (the wavy square to the left of the prompt line) is turned on (depressed).

    Click-drag a pick box around the four side surfaces and the lower surface of the shape.

    Note: It appears as if all the surfaces are picked even though the top surface isn't.

  2. From the Object Display menu, select Invisible to hide the picked surfaces.

    By isolating this surface you can use it to snap the points of your first profile curve.

    Make the Top window full-screen.

  3. From the Layouts menu, select Top, or press the Enlarge icon on the Top window title bar to make the Top window full-screen.
  4. Dolly into the view to make the plane fill the window.

    Using Crv Snap to create the profile curve.

  5. Select Curves New Curves New Curve (cvs). Press and hold the Ctrl and Alt keys to temporarily turn on Curve snapping.
  6. Click on the edge of the cube to snap CVs as shown below. Curve snapping enables you to place a CV directly on a curve.

    Mirror-copy the curve.

  7. Select Pick Object and click on the new profile curve so that it is active.

    Tip: If you pick the profile at a point that overlaps the plane's edge, a box will appear with the names of both objects. Click on the curve's name.

  8. From the Edit menu, select Duplicate object-. Set the scaling values to 1, -1, 1, and click Go. A second copy of the curve appears mirrored along the Y-axis.

    Attach the two curves.

  9. Select Object Edit Attach Attach-. Set the Attach type to Blend and click Go. Click on the first curve near the join point.
  10. Click on the second curve near the join point. The two curves attach to become one.

    Add curvature and extend the curve beyond the constraint.

  11. Select Pick Point types CV and pick the four CVs shown below. The CVs highlight.

  12. Select Xform Nonp Scale and use the right mouse button to drag down and scale the CVs towards the X-axis.
  13. Click-drag with the middle mouse button to the left to slightly scale the CVs towards the Y-axis. This tapers the curve slightly as shown below.

  14. Select Xform Move. Pick the center CV (the one lying on the X axis). With the middle mouse button, move it to the right until the curve just touches the constraint. This rounds off the end of the bottle.

    Extend the curve beyond the constraint.

  15. Select Pick Nothing then Pick Point types CV. Click-drag a pick box around the two end CVs (as shown below).

  16. Select Xform Move. Using the middle mouse button, move the CVs to the left so they are slightly outside the constraint box.

    Note: The curves are being moved beyond the constraint of the box. The three surfaces you are creating will be intersected and trimmed later, so these extensions will be trimmed away.

    Place a copy of the curve above and below the box.

  17. Select Pick Object and pick the profile curve.
  18. From the Layouts menu, select All windows All (Studio) to return to four window views.
  19. From the Object Display menu, select Visible to bring back the rest of the shape.
  20. Select Xform Move. Enter r 0 0 0.5 and press Enter to move the profile slightly above the constraint using relative values.
  21. Select Xform Local Set pivot. Type a 0 0 0 and press Enter to place the pivot point at the origin in absolute mode.

  22. From the Edit menu, select Duplicate object-. Set the scaling values to 1.000, 1.000, and -1.000. Click Go. A mirror copy of the profile curve is created along the Z-axis around the pivot point.

    Create a surface between the profile curves

  23. Select Surfaces Skin-. Set the Number of Spans to 4 and turn off Create History. Click Go. The extra spans should give the surface some extra detail for future trimming.
  24. Click on each profile in turn. A skin surface is created between the two profile curves.

    Cleanup and prepare for the next surface.

  25. With the surface still active, from the ObjectDisplay menu, select Template. This templates the surface, clearing up the modeling windows and ensuring the surface is not affected as you build the next surface.
  26. Select Pick Object and click on the profile curves.
  27. From the Delete menu, select Del Active to clean up the scene.

Creating a Birail surface

You can now create a profile curve for the top and right side of the bottle using the Front window. The profile curve is placed on either side of the constraint box. A new surface is generated with the Birail tool, using the two profile curves as rails. Two generation curves are needed at the ends of the profile curves to prepare for the Birail.

Isolate the side surface of the shape.

  1. With nothing picked, select Pick Component. Make sure that the Surface icon ( is turned on.
  2. In the Top window, click-drag a pick box around the top half of the cube. This picks the top, bottom, and three side surfaces of the shape.
  3. From the Object Display menu, select Invisible to hide the picked surfaces.

    By isolating this surface you can use it to snap the points of your next profile curve.

    Make the Front window full-screen.

  4. From the Layouts menu, select Front or click the Enlarge Icon on the Front window title bar. This will make the Front window full-screen.
  5. Use the dolly tool to make the plane surface fill the window.

    Create a new profile curve.

  6. Select Curves New Curves New Curve (cvs). Press the Ctrl and Alt keys to temporarily turn on curve snapping and place the first three CVs as shown below.
  7. Release the modifier keys and place the next three CVs into the body of the box.
  8. Press the Ctrl and Alt keys to snap the last CV to the bottom of the cube near the left.
  9. Select Pick Object and click on the curve to see the whole curve.

    Extend the curve beyond the constraint.

  10. Select Pick Nothing, then Pick Point types CV.
  11. Select Xform Move and click on the first CV at the top of the profile.
  12. With the middle mouse button, click-drag to the right to move the CV just outside of the constraint area.
  13. While Xform Move is still selected, click on the last CV at the bottom end of the profile. With the right mouse button, click-drag down to move the CV in the - Z direction until it lies just below the bottom of the cube.

Place a copy of the curve on either side of the box.

  1. Select Pick Object and click on the profile curve.
  2. From the Layouts menu, select All windows All (Studio) to bring up all the model windows. From the Object Display menu, select Visible to reveal the hidden surfaces of the cube.
  3. Select Xform Move. Enter r 0 -0.2 0 and press Enter to move the profile away from the cube in relative mode.
  4. Select Xform Local Set pivot. Enter a 0 0 0 and press Enter to place the pivot point at the origin in absolute mode.

  5. From the Edit menu, select Duplicate object-, set Scaling to 1.000, -1.000, 1.000, and press Go. A mirror copy of the profile curve is created along the Y-axis around the pivot point.

Create generation curves at the ends of the profile curves.

  1. From the Layouts menu, select Perspective to go to a full-screen Perspective window.
  2. Select Curves New Curves New Curve (edit pts)-. Set Knot Spacing to Uniform, and click Go.
  3. Press the Ctrl key to temporarily turn on magnet snapping and click on the edit points at the start of both profile curves.

    Hint: You may have to tumble around in the Perspective window to see the starts of the profile curves.

    You have created a straight generation curve between the start of each profile curve.

  4. Select Curves New Curves New Curve (edit pts) to start building a new curve. Press the Ctrl key and click on the edit points at the end of both profile curves. The result is a second straight generation curve between the end of each profile curve.

    Add curvature to the two new curves

  5. From the Layouts menu, select All windows All (Studio) to return to four view windows.
  6. Select Pick Nothing, then Pick Point types CV.
  7. Click-drag a pick box around the two middle CVs on the second generation curve at the bottom of the profile curves.
  8. Select Xform Move. In the Top window, use the middle mouse button to click-drag to the left and move the two CVs in the -X direction. This adds curvature to the generation curve.

Create a second surface using Birail

  1. Select Surfaces Swept Surfaces Birail- to open the Birail Control window. Since there are two generation curves, set Generation Curves to 2.
  2. Click on the curved generation curve, then click on the straight curve.
  3. Click on the two profile curves as rails. The Birail function "runs" the two generation curves along the rails, blending from one generation curve to the second to create a Birail surface.

  4. In the Birail Control window, click Blend Control ON. Type 0.6 in the Gen. Blend Value field, so the curved generation curve has more influence on the surface. The Gen. Blend Value represents the percentage of influence of the first chosen generation curve.

    Note: If you picked the straight generation curve first in constructing the birail, the Gen. Blend Value would need to be 0.4.

  5. Close the Birail Control window.

Cleanup and preparation of the next surface

  1. With the surface still active, select Template from the ObjectDisplay menu to template the surface and clear up the modeling windows.
  2. Select Pick Object and click on the four profile curves.
  3. From the Delete menu, select Del active. Alias prompts you to delete the construction history.

    Note: The curves you are about to delete were used to create the birail surface with history, allowing you to update the surface. Deleting the curves also deletes the history, which is fine if you are satisfied with the surface. If you were thinking about changing the surface later, you would need to retain the construction curves.

Adding the Bottom surface

You can now create a surface for the bottom of the bottle. It is currently represented by the bottom square of the constraint. By placing a default plane in the same position, you can contain the bottle on all sides. Then, by untemplating the first two surfaces, the three surfaces are ready for trimming.

Place a plane at the bottom of the constraint.

  • Select Objects Primitives Plane. Enter 0 0 -4.5 and press Enter to place the plane at the bottom of the constraint.
  • Select Xform Nonp scale. Scale the plane by typing 6.2 3.0 1.0 and pressing Enter. The plane is now slightly larger than the bottom constraint area and intersects with the first two surfaces.

    Cleanup in preparation for trimming.

  • Select Pick Nothing to unpick all surfaces. Select Pick Object and pick the constraint box.
  • From the ObjectDisplay menu, select Invisible to hide the constraint in case you want to refer to it later.
  • Select Pick Template. Click on the first and second surfaces.
  • From the ObjectDisplay menu, select Template to untemplate the surfaces.

    Modifying the surfaces

    At this point in the lesson, you have three intersecting surfaces that define the outside of the bottle. The surfaces need to be trimmed back at the intersecting lines. Once trimmed back, you can observe the shape, and start rounding off the edges.

    Find the intersection line between surface 1 and 2.

    1. Select Pick Object and click on the first skinned surface.
    2. Select Surface Edit Create Curves On Surface Intersect- and set Create Curve on Surface to On Both Surfaces. This causes the Intersect function to intersect the first surface with the second and the second with the first. Both surfaces have intersection lines.
    3. Click Go. Pick the second Birail surface. The intersection between the first two surfaces is now shown as two curves on surface that sit on both surfaces. These lines are used as trim lines.

      Intersect the first two surfaces with the third.

    4. Select Pick Nothing then Pick Object. Click on the first two surfaces.
    5. Select Surface Edit Create Curves On Surface Intersect, and pick the third surface (the plane at the bottom of the two surfaces). Because the intersect function is still set for both surfaces, the first two surfaces intersect the third surface and the third intersects the first two.

      Trim away the excess geometry.

    6. Select Surface Edit Trim Trim.
    7. Click on the first surface to make it active for trimming.
    8. Click in the area of the surface you wish to keep. A crosshair appears on the surface indicating the picked area.
    9. Make sure Keep is selected and click the Go button to confirm the trimming. The geometry outside the picked area is trimmed away.
    10. Repeat the same procedure for the second and third surfaces. Make sure that your second click displays a crosshair on the portion of the surface you want to keep before you click Go.

    Round off the edges.

    1. Select Surfaces Fillet Surfaces Round. Pick the intersection line between the first surface and second. A default icon representing a rounding of radius 1.0 appears. Type in 0.2 to reduce the radius to 0.2.
    2. Pick the intersection line between the first and third surfaces. The default is 0.2.
    3. Change it to 0.4.
    4. Pick the intersection line between the second and third surfaces. The default is the last radius of 0.4, which is the right amount in this case.

    5. There should a round icon on each of the three intersecting lines of the model, as shown above. Click on the Build button. The Round function calculates the rounded surfaces and the surfaces at the rounded corners. The excess geometry is also trimmed away automatically.
    6. Select Pick Nothing to see the new surfaces.

    Creating the inset grip surface

    The general shape of the bottle has been completed. You can now add detail to the bottle by trimming and insetting a grip surface. The grip surface is an offset of the first surface so you can use a freeform fillet for the smooth transition between the two. Since you only work on the first surface, you can template all the others.

    Template all surfaces except the first.

    1. Select Pick Object. Click-drag a pick box around all the surfaces to make them active.
    2. Click on the first skinned surface to unpick it.
    3. From the Object Display menu, select Template to template the active surfaces.

      Create a projection curve for the grip.

    4. Select Curves New Curves New Curve (cvs).
    5. In the Front window, draw a curve as shown below. Because this curve will be the projection curve for the grip, you should extend the curve end beyond the surface.

      Create an inner offset of -0.1 of the surface.

    6. With nothing picked, select Object Edit Offset Offset. When prompted to select the object to offset, pick the skinned surface. By default, a green icon of the surface offset by 1.0 appears.
    7. If the Offset icon is inside the bottle, type 0.1 at the prompt line and press Enter to reduce the offset to 0.1.

      If the Offset icon is outside the bottle, enter -0.1 at the prompt line and press Enter.

      Click Go. An offset object appears.

    8. From the Object Display menu, select Template to template the offset surface.

      Create an inner offset of 0.1 of the projection curve.

    9. With Object Edit Offset still selected, click on the projection curve. By default, an icon of the curve appears, which is offset by the same positive or negative distance as the previous offset. If the Offset icon appears to the inside of the curve, as below, click Go to create the offset curve.

      If it appears outside the curve, enter a value inverse to the default set above -either 0.1 or -0.1. When the offset icon appears to the inside of the curve, click Go to create the offset curve.

    10. From the Object Display menu, select Template to template the offset curve.

    Project the curve onto the surface and trim.

    1. Select Pick Object and click on the skin surface in the Front window.
    2. Select Surface Edit Create Curves On Surface Project. Alias prompts for a projection curve to be projected into the active window.
    3. Click on the projection curve. The surface receives a curve on surface to be used as a trimming line. A green dot appears at the origin. (There is no visible change to the projection curve.)
    4. Select Surface Edit Trim Trim. Pick the surface and then pick the area outside the grip, that is, the surface outside of the projection curve. Click Go.
    5. Click OK at the remove history prompt. The surface trims out the grip.

  • Select Pick Object and click on the trimmed surface. Select ObjectDisplay Template to template the trimmed surface.
  • Select Pick Object and click on the projection curve.
  • From the Delete menu, select Del active to remove this curve.

    Note: History is lost by this action. Trimming curves maintain history in Alias. If you anticipate changing the curve, you would have to untrim the surface, edit the curve and then retrim.

    Project offset curve onto the offset surface and trim

  • Select Pick Template and click on the offset surface and offset projection curve.
  • From the Object Display menu, select Template to untemplate them.

    You will be repeating the same steps as before, except this time you will keep the area within the grip.

  • Select Pick Object and click on the offset surface.
  • Select Surface Edit Create Curves On Surface Project. Pick the offset projection curve. The offset surface receives a curve on surface offset from the curve on the original surface. A green dot appears at the origin.
  • Select Surface Edit Trim Trim. Click on the offset surface and then click on the area within the grip.
  • Click Go. The remaining surface becomes the grip, as shown below.

  • Select Pick Object and click on the projection curve.
  • From the Delete menu, select Del active. Click Yes to delete history.

    Create a Freeform fillet between the two surfaces.

    1. Select Pick Template and click on the first skinned surface.
    2. From the Object Display menu, select Template to untemplate the surface.
    3. Select Surfaces Fillet surfaces Fillet-, set Construction to Freeform and click Go. Pick the trim edge of the first skinned surface, and then pick the trim edge of the grip.

    A fillet appears along the two surface edges.

    Trim off the bottle top

    You can now use default planes to trim the bottle, create a gap between the bottle body and top, and then add a cylinder to represent the nozzle. You won't model the nozzle in detail because it is not seen in this model except when you look at the model face on.

    Place primitive plane in the scene.

    1. Select Objects Primitives Plane.
    2. Type 1 0 3.5 and press Enter to place the primitive at the location where you want to cut the nozzle.
    3. Select Xform Nonp scale. Type 5 3 1 and press Enter to scale the plane to intersect with all the upper surfaces of the bottle.

      Copy plane with a translate of .01 in Z.

    4. From the Edit menu, select Duplicate object- and click Reset.
    5. Set the Translate values to 0 0 0.01 and click Go. A copy of the plane is put 0.01 in the Z direction relative to the original plane.

      Intersect the planes with the bottle.

    6. Select Pick Nothing, then Pick Template. Click on the Birail surface, its round edge surface, and the first trimmed surface.
    7. From the ObjectDisplay menu, select Template to untemplate these three surfaces.
    8. In the Front window, dolly in until you can see both the planes and the top three surfaces of the bottle.
    9. Select Pick Nothing then Pick Object. Click-drag a pick box above the new surfaces to pick all the upper surfaces of the bottle. Do not pick the planes.

    10. Select Surface Edit Create Curves On Surface Intersect. Click on each plane, one at a time. As you pick the planes, trim curves appear on the bottle and the planes themselves.

      Tip: You may need to dolly into the window to pick the individual planes.

      Trim the planes, keeping the center.

    11. Select Surface Edit Trim Trim. In the Perspective window, click one of the planes (don't click the trim curve).
    12. Placing the region cursor in the center of the plane indicates the area you wish to keep. In the Top window, click once in the area inside the bottle and click Go. The excess geometry is trimmed away.
    13. Repeat the procedure for the second plane.

      Trim bottle surfaces.

    14. Trim the skinned surface. With Surface Edit Trim Trim selected, click the skinned surface between the two trim curves. To place the region cursors, press the Shift key and click once on the surface above the trim curves and once on the surface below the trim curves.

      Click Go. The skinned surface between the trim curves is cut away.

    15. Repeat the procedure for the birail surface.
    16. Repeat the procedure for the round surface, but place three region cursors on the round surface: one above the trim curves, one below the trim curves on the right side of the bottle, and one below the trim curves on the left side of the bottle.

      Hint: To confirm your surfaces, you may want to Quick render. You can also dolly in the Front window to verify the gap between the top and bottom of the bottle.

    Place a cylinder to represent nozzle.

    1. Select Objects Primitives Cylinder-. Set the Caps to 0 and click Go.
    2. Type 1.5 0.0 4.0 and press Enter to place the cylinder on the bottom plane.
    3. Select Xform Local Set pivot. Type r 0 0 -0.5 and press Enter. This moves the pivot point relatively to its current position by -0.5 in the Z direction and places it at the bottom of the cylinder.
    4. Select Xform Nonp scale. Type 1 1 0.5 and press Enter to reduce the Z-dimension in half.
    5. Select Pick Nothing.

    Preparing the Bottle for Rendering

    Next, you create two shaders for the bottle: a smooth matte gray/silver shader for most surfaces and a beaded bump map for the grip. After the shaders are created, you can orient the scene to prepare it for rendering.

    Open Shader lister and Shader editor.

    1. From the Windows menu, select Multi-lister Shaders... to open the Shader Multi-lister window.
    2. In the Shader lister, select Edit New Shader to create a new shader.
    3. Double-click on the new shader icon to open the shader editor.

      Create a gray/silver matte shader.

    4. In the Shader editor, set the Shading Model to PHONG. This is usually a good shading model for plastic.
    5. In the Common Shader Parameters section, click on the patch beside Color.
    6. In the Color Editor, change the RGB values to 168, 170, 172, so the surface is gray with a slight blue tinge to it.
    7. Close the Color Editor.
    8. Since you want to raytrace the bottle but do not want the bottle to reflect the surroundings, go to the Raytrace Parameters section and set the Reflect Limit to 0. This ensures that the bottle does not reflect surrounding objects.

      Assign the shader to the bottle.

    9. Select Pick Object and click-drag a pick-box around all the surfaces, so that all the surfaces are active.
    10. Click on the grip surface to unpick it.

    11. In the Shader editor, set Shading Assign Shader to assign the shader to the surfaces.

      Copy shader and assign to the grip.

    12. With Pick Object still selected, click-drag a pick-box around the complete bottle so that only the grip is active.
    13. In the Shader lister, pick the gray/silver shader and select Edit Copy to create a copy named Shader#2.
    14. In the Shader Lister menu, select Shading Assign Shader to assign the new shader to the grip surface.

      Add a bump map to the new shader.

    15. Double-click on the new shader to bring up the Shader Editor. In the shader editor, go to the Special Effects section and click on the Map button next to Bump.
    16. The texture window opens. Click on Ramp as the Bump texture map.

      Edit the Ramp.

    17. In the Ramp editor, under the Ramp Texture Parameters section, set the Ramp Type to Circular. Click on the square ramp marker to remove it.
    18. Next, set the remaining markers as follows: at position 0.15, set the intensity to 1.0; at position 0.45, set the intensity to 0. The texture icon shows a white dot fading into black surroundings.
    19. In the Intensity section, set the Amult to 0.4 to reduce the amplitude of the bump. In the Blur section, set the Blur mult to 0.85 to slightly sharpen the bump map.

      Set the Ramp texture's placement.

    20. In the Surface Placement section, set Urepeat and Vrepeat to 80 so that the pattern repeats eighty times in each direction.
    21. Set Stagger to ON, to stagger the bump map repetitions. Set Chord Length to ON so that the bump map ignores the parametrics of the grip surfaces, and places it on evenly. This maintains the integrity of the bump map.
    22. Close the Shader lister and editor.

    Raycast the Bottle

    At this point, rendering a still image can give you a good sense of how your shaders are working. Start by setting up the Render Globals and then raycast the scene. If you like, you can perform a test render before the raycast.

    Open the Globals Window.

    1. From the Render menu, select Globals to open the Render Globals window and set the quality and resolution.

      Chose a quality and resolution.

    2. Since this a test render, set the Global Quality Level to MEDIUM.

      Tip: When you render a final version, remember to increase the quality to HIGH.

    3. Open the Image File Output section and scroll down to see the Predefined Resolutions table. Select the NTSC resolution. Close the Render Globals window.
    4. Again, for final recording, you should increase the resolution to Full Screen, or 700 by 1024, since the bottle is tall and thin.

      Display Render status.

    5. From the DisplayTgls menu, select Render Toggles Render status to toggle on the Render status bar. This bar will appear over the prompt line during the rendering to allow you to monitor its progress.

      Raycast the scene.

      Note: If you used Quick render to evaluate the model at some point, several lights will have been automatically placed in the scene. If present, (the lights will appear as yellow boxes in the SBD) make sure they are not templated. If the lights are absent, you will need to place lights in the scene or run a Quick render or the rendering will be completely black.

    6. From the Render menu, select Render. Alias prompts you for a file name. Enter Bottle and click Save SDL.
    7. Once you have entered the file name, the rendering starts automatically.
    8. From the Render menu, once the render is running, select Show render to monitor it.

      RayTrace the final Bottle.

    9. Raise the bottle above the ground and add a plane for the ground. Make the ground reflective and then RayTrace the image. Make sure that the rendering quality is set to high and the resolution is about 1024 x 700.

    Conclusion

    You have now completed the bottle. This lesson has shown you how to create a package design project from initial curves to final surfaces. In this lesson you have learned how to:



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