Hello everyone welcome to the Styllle Digital Fashion blog!
In today’s tutorial, I’ll show the modeling process of the bag’s buckle.
You can find previous parts by following these links below:
Okay, let’s start working on the buckle model.
Select the Base and copy by moving with the pressed Shift button.
Place copy it in the same position.
Delete top modifiers and leave this part.
I place current parts to the new layer and rename it to Bag.
Next, hide the base and cap geometry.
Select the model and collapse it’s stack.
Select the loop and move to the bottom of a buckle.
Add one more loop.
We can remove these polygons (marked with red).
We need to add 2 edges. If I add them via connect, the segment remains flat.
Add turbosmooth and we will get a curve shape.
Select 2 edges press scale and select Use Selection Center
and select Constraints – Edges
If I use the scale tool without constraint, the sale will be according to the world coordinate system.
It’s not what we need. With the edge constraint, I can move selected elements along the edge.
Collapse the stack and add a Shell modifier.
It will be the inner part of the buckle.
Let’s copy the Base one more time, move to the center.
Delete not useful polys.
Move top border, central loop, and the bottom as we did before.
Delete side polys.
And we have a start geometry for the outer part of the buckle.
If I add the Shell modifier it will extrude geometry along the normals.
But we need a straight extrusion.
Select border set the constraint to none and move forward.
Delete central line, select border, and switch to edges.
Deselect vertical edges and add Bridge.
Select front polys and press make planar by Y ax.
If I turn on Backface Cull, it will show that our normals are inverted.
To fix it just add the Normal modifier and collapse.
Checking the reference we can notice that the buckle corners have roundness and a small chamfer on the edge.
I add one more Edit Poly modifier, select poly ring,
and go to the Edit, Select Invert or Ctrl+I, and add Insert.
Next select corners, add chamfer 3mm and 5 segments.
And Insert one more time.
Convert selection to vertexes.
And Weld vertices
Select the border loop and add a small chamfer. Clear smoothing groups and add one group.
Add a Turbosmooth modifier, now the geometry looks good.
Repeat the process for the back part.
The next step adding rivets.
Create Sphere primitive, add slice modifier. Remove bottom part
Rotate the sphere and move it to a front part of the buckle.
Adjust sphere size and place it according to the reference.
Add FFD 2x2x2 modifier, select control points, and squish the rivet.
Copy by moving with the pressed Shift key and select instance.
Create copy of both rivets.
To finish the buckle, I need one more reference image with the better resolution.
I create one more square plane.
And drop a new image on it and rename the plane.
Turn off Show Frozen in Gray and freeze the reference layer.
We have 2 cylindrical parts and 2 pins with 24 notches.
Go to the Primitives tab and select Cone.
To place cone on the surface check on the AutoGrid option.
Adjust radius 1 and radius 2 and height.
Add Edit Poly, select top and back faces and add insert 2 times. Next press collapse.
Select 2 loops and add chamfer. I press settings to hide them but leave them active.
Copy Turbosmooth modifier and paste as an instance.
Copy cone model with instance mode.
For pins, I’ll be using sphere primitive with 24 segments.
Add slice modifier and remove the bottom.
Add FDD 2x2x2 modifier select front control points and squish a bit.
Add Edit Poly, select border, and move with the pressed Shift key.
Select the Scale tool and use it with the pressed Shift a couple of times and press collapse.
Add Edit Poly one more time, select poly ring, and press Bevel Settings.
Select Bevel by Polygon. Press Settings.
Copy and Paste Turbosmooth as an instance.
Select edge rings and Connect.
Adjust the shape.
Copy as Instance.
To place the 2nd pin copy at the cone’s center, press Alt+A and pick the cone.
Continue working on the buckle. Go to the front view.
Add Box primitive and create a rectangle shape.
Move it to the front buckle part. Make Editable Poly
Apply transparent material to see what’s going on.
And let’s work with this part.
Select one edge, press ring, and add chamfer.
Select these vertexes and weld them.
Now we have a basic shape.
Select these vertexes and add Connect.
Select edges and add Connect, and setup 2 loops.
Select these lines and press connect, and set up one line.
And connect vertexes.
Select the edge ring and connect.
Select bottom polys and press Extrude.
Scale these vertexes by one ax.
Add Connect and scale.
And scale this selection a bit.
Select back polys and delete them.
Select edges and press Bridge.
One more Bridge and Cap.
Add one more Connect for this step.
Select these polys and move back like this.
Add connect and move these vertexes.
One more connect, select these vertexes, and connect them.
Add Symmetry modifier to work on one part of the model.
Adjust the shape to match the bag radius.
Select these front polys and add Insert.
Select edge Loop and add chamfer.
Select the Cut tool and add lines.
Select these edges and add Connect.
Add connect here to make sharper edges.
Select back polys and add Insert
Select the Cut Tool and connect vertexes.
Copy rivets and place them.
Now Our Buckle is finished, and we are ready to move to the Belt part.