Top and bottom edges are selected and scaled in by 30%.
step 3 of 25
Polygon bevel tool is used for the inside of the cup.
step 4 of 25
Edge bevel with a round level of 4.
step 5 of 25
Loop slice the mesh ready for the handle.
step 6 of 25
Uniform scale on the two selected edges.
step 7 of 25
Start of the handle polygon bevel, group selected and extended.
step 8 of 25
Rotate the two front facing polygons top and bottom, 45 and -45 degrees on the z axes.
step 9 of 25
Bridge tool, set at 1 segment to start with.
step 10 of 25
Added more segments to the handle mesh and change the mode to curve.
step 11 of 25
Tension in the mesh is decreased to achieve the bend in the handle.
step 12 of 25
Uniform scale is used on the two side of the handle for a more pleasing shape when transformed in to a S.D.S.
step 13 of 25
The cup has now been changed from polygons to a Level 1 S.D surface.
step 14 of 25
An hour or so later...and after much manipulating the finished cup.
step 15 of 25
The saucer made from the top of a Standard cylinder.
Tools used are: Polygon bevel, Edge bevel, thicken tool and edge slice.
step 16 of 25
Top of the saucer.
step 17 of 25
End result.
step 18 of 25
Evolution of the Spoon.
step 19 of 25
Scene setup later changed my mind on the spoon position.
step 20 of 25
Materials added.
step 21 of 25
U.V. map. Could have left it like this as it is perfectly ok but I like to have a bit more control over the textures so this was exported from the application by E.P.S. (Encapsulated PostScript) and the source is then overlaid on to the exported U.V. saved, then imported back in to the application.
step 22 of 25
Cut the centre out of the original image and overlaid it on to the imported E.P.S. and created the bump map.
step 23 of 25
Lighting setup.
step 24 of 25
Ambient Occlusion render never used it in the end was not necessary.