L: “organic” model of CHIMERA/ R: “converted” model of CHIMERA
I start in the computer. I’m trained as an architect, not a character modeler, so there’s a lot of fumbling around to get something of interest, especially as one of the software programs I use, T-Splines for Rhino (now incorporated into Fusion 360, still a sore subject for some of us long-time Rhino users,) can be a bit cantankerous. It’s always a fight.
Once I get something reasonable, I split the fully organic single surface along its significant lines and reloft between the lines to get what’s called developable surfaces that can be flattened, cut, and curved to recreate the form IRL.
See, easy! But then there’s the question of it holding up. All the curves and ridges help, just as they do in thin-walled natural forms: leaves, shells, organs. But as the forms get larger, looser, and more open, which is what I’m after, they can quickly balloon out of shape without some sort of rib structure holding them together. I’ve experimented with a number of approaches, some difficult to retrofit after I’ve settled on a form. One way that works more often is shown below: