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Blender How can I model the following orange roof (thin tarpaulin/awning-like) in Blender?

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germany
Hello everyone,
I've been looking for a long time and haven't found a solution yet:

How can I model the following orange roof (thin tarpaulin/awning-like) in Blender?

Can someone tell me a solution with which tools I have to work and how I proceed?

PXL_20211110_075653008.PORTRAIT.jpgPXL_20211110_082622090.jpgPXL_20211110_082632157.jpg
 
You are asking a very broad question. How have you tried modeling this? Where are you having difficulty? Are you struggling with the shape, the material, something else? What tools do you have to work with?
 
I usually make models out of bits of other models when I have no idea how to do it. Which is most of the time.

Check out 3dwarehouse. I'm sure there'll be something with a roof like that somewhere. Delete the parts you don't need and glue it to some cylinders.
 
A low-poly option would be to make a plane and then model the rough shape from the top down, using loop cuts/knife tool. Then do a few triangle fan cuts with the knife where you need the raised up portions (see my bad drawing). Finally, use proportional editing to move the center vert (red) up and it should bend the mesh up in that general shape. The more edge loops (green) the smoother the curve transition will be, at the expense of adding more polys. Another option is to use a nurbs surface or metaballs and then convert to a mesh.
 

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You are asking a very broad question. How have you tried modeling this? Where are you having difficulty? Are you struggling with the shape, the material, something else? What tools do you have to work with?
First of all, sorry that my answer took so long, the week was a bit stressful and I always need peace and quiet to answer.

With everything, I took a tarp and tried everything: different face cuts, then tried cylinders or even both etc.

I struggle with the form because it is a kind of stretched film that goes up and down. If it were just a cone, it would be easy ;-) I don't know which tools are suitable for that and would solve the problem

I usually make models out of bits of other models when I have no idea how to do it. Which is most of the time.

Check out 3dwarehouse. I'm sure there'll be something with a roof like that somewhere. Delete the parts you don't need and glue it to some cylinders.

Thanks for the tip, I looked there, but that's too special to be able to tinker with something.

A low-poly option would be to make a plane and then model the rough shape from the top down, using loop cuts/knife tool. Then do a few triangle fan cuts with the knife where you need the raised up portions (see my bad drawing). Finally, use proportional editing to move the center vert (red) up and it should bend the mesh up in that general shape. The more edge loops (green) the smoother the curve transition will be, at the expense of adding more polys. Another option is to use a nurbs surface or metaballs and then convert to a mesh.

the option was my first idea, but after 4 hours and all variants i had rejected it

I've attached two more pictures, maybe you can see it better there. Unfortunately I don't have more pictures

I came across the following video, which or something similar would be an option, unfortunately the video is so fast that you cannot see what the work steps are like

ostforum.jpg
csm_UMG_08_11_2018_13_web_f48dc0143c.jpg
 
First of all, sorry that my answer took so long, the week was a bit stressful and I always need peace and quiet to answer.

With everything, I took a tarp and tried everything: different face cuts, then tried cylinders or even both etc.

I struggle with the form because it is a kind of stretched film that goes up and down. If it were just a cone, it would be easy ;-) I don't know which tools are suitable for that and would solve the problem



Thanks for the tip, I looked there, but that's too special to be able to tinker with something.



the option was my first idea, but after 4 hours and all variants i had rejected it

I've attached two more pictures, maybe you can see it better there. Unfortunately I don't have more pictures

I came across the following video, which or something similar would be an option, unfortunately the video is so fast that you cannot see what the work steps are like

View attachment 86790View attachment 86791
You can use the cloth sim if you have something for it to interact with, then bake the physics to a mesh. Its unlikely to give you the result you want without a lot of fine tweaking. You could also sculpt it and then re-topo a low poly mesh. Nurbs surfaces are also a viable option, but generally give a high poly result and would need re-topo as well. You could always go old school and model from reference images, if you can get 3 views that should let you build a modular section you can then replicate and tweak around. There are quite a few methods to model the surface, its just a matter of performance vs quality.
 
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