Modelling high quality extruded text
From this tutorial I am going to teach you a way of modelling high-quality extruded text on a flat surface. If you are finding the easiest way of doing that, you have to go through “ProBoolean” and “TurboSooth”. But ProBoolean does not always giving you a perfect mesh with nice triangles and squares. Once you haven’t got a good mesh, the object will collapse once you used smoothing tools such as TurboSooth or MeshSmooth.
See the image below, this is how ProBoolean’s grid is looks like.
The method I am going to teach you is not straight forward as this – that means you have to do bit more works. But, it will give you a good end result. For this tutorial, I am not going to state the values related to the size of the object, since it might vary with the size of the object you are using. But I will tell you how to guess the values suitable for the object.
To start the work, you need to prepare a flat surface to place the extruded text. I am recommending you to start it with a simple box object. Go to Create > Geometry > Standard Primitives > Box, and draw a box in the 3d space, near to the origin with whatever detentions you like. Now I am going to prepare a text object on top of the prepared box. To do that, go to Create > Shapes > Splines > Text, turn on “AutoGrid” and click on the tip surface of the created box object. Then it will place a line-text with a default text.
To change the text, go to Parameters rollout and type the text you required in the Text box under it. Change Font type, Size and other parameters under the same rollout (Parameters rollout) to customize the text as you like.
Once you personalize the text as you want, go to “Interpolation rollout” and reduce the number of Steps to 0.
Then you will get a bad-looking spline-text with less amount segments.
Select the text object in the viewport, right-click in it and select “Convert to Editable Spline”. Go to Vertex sub-object level of the object and select all the vertices where you need to have sharp edges. As an example, the 4 sharp edges of the letter – D (see figure below). Go to “Geometry rollout” and press “Chamfer” tool. Then go to prespetive viewport, press and hold the left-mouse button and drag a bit until you are getting 2 vertices, per each selected vertex (don’t worry, to check whether you get the correct amount of vertices, once you double one vertex, it will double the other vertices as well). But remember, not to increase the distance between these vertices (the amount of Chamfer) too much, just separating the vertices will be sufficient.
Once you complete, go back to parent level and convert the object to an “Editable Poly”. Then it automatically fills inside the text.
Now you need to correct the poly object you got as required for the further works. First go to “Vertex” sub-object level and turn on “Snap”. Select the “Cut” tool under “Edit Geometry” and connect the vertices to get a nice mesh with triangles and squares. Don’t forget to connect you are having 2 vertices in the sharp edges, and they need to connect to others separately.
If there are places where have on vertices to connect, such as the straight line of letter-D, (see figure above) connect them by joining the lines in few places as bellow.
Now, there is another important thing to do. That is, you might get extra vertices while you are using the “Cut” tool. To remove them, select all the vertices and press “Weld” button under “Edit Vertices” rollout.
Then go to Polygon sub-object level and press Ctrl+A to select all the polygons. Then extrude the selected polygons to any amount by pressing “Extrude” button under “Edit Polygons”.
Keeping the selection, then go to “Bevel” option just below “Extrude”. Apply it with any amount you like, as the Height and a similar negative value as “Outline Amount”.
If you have done all correctly, you should get something like below.
Now, go to Border Sub-Object level, and select all the borders by pressing Crtl+A. Press the “Extrude” button under “Edit Borders”, and extrude the selected edges with 0 “Extrusion Base Width”.
You should get something below as the result.
Now, you have build-up the flat surface around the text object manually. Hope you will have some understanding on tools such as “Target Weld” and “Cut”. Make sure to make sure the plane is only covered from triangles and squares. Build the surface around the text to a one like below.
Now almost everything except, smoothing is completed. To make the text object smooth, apply “TurboSmooth” modifier with two Iterations. See the image below, how it looks like.
If you like to have sharper edge at the bottom of the Text, turn-off TurboSmooth modifier, select the edges you need to make harder and “Chamfer” them a bit. Then , turn-on TurboSmooth modifier again and see the difference.
You may also change the top polygons of the Text to get different appearances.
To place the prepared text on an object you have created, scale the Text as you need, delete some polygons on the main object, align the text on that, attach to it and finally work with “Cap Close”, “Target Weld” and “Cut” tools to nicely connect it to the object.
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