Right click over the Snap tool and turn on only Endpoints and Midpoints. Go to Vertex mode, and move the vertices around the top to the endpoints and midpoints of the hexagon (Fig.29).
Use the spline tool to trace over the hexagon. Go from endpoint to midpoint, and then midpoint to endpoint. This will subdivide the hexagon with more snap points. Trace over a second time to subdivide again. This will give you the right number of snap points for the remaining vertices (Fig.30).
Finish snapping the verts to the segments of the splines. Now go back to polygon mode and delete the top polygon. Go to border mode, and select the edge of the opening. Now Shift + Move and create new faces downward. Hit Cap (Fig.31).
Go to edge mode, select one of the top inside edges and choose Loop. Chamfer with an amount of .05 and 1 segment (Fig.32).
Go to polygon mode, select the bottom polygon, and Align to the Z min of the Plastic Lid. Now Extrude with a value of 12.5. Go to edge mode, select one of the lower vertical edges, hit Ring, right click and Convert to Faces. Extrude the faces with a value of .25 (Fig.33).
Select the bottom polygon and hit Collapse. Using the snaps, create a sphere at the bottom that matches the diameter of the corner post. Set the segments to 48 (Fig.34).
Convert to editable poly, switch to polygon mode and delete the polygons on the top half of the sphere. Select Corner Post01, go to vertex mode and select the vertex at the centre of the bottom. Right click and Convert to Face, and delete the bottom polygons. Now attach the sphere. Go to Vertex mode, Ctrl + A, and weld with a value of .01 (Fig.35).
Create a hexagon with a radius of 1.7. Align XY centre to the centre of Corner Post01. Then move it to a Z value of -3.75. Drop on an Extrude modifier with a value of 1.25. Convert to an editable poly and go to edge mode. Ctrl + A, and chamfer with a value of .05 and 1 segment. Rename it "Nut01” (Fig.36).
Set the UCS to World and Use Transform Coordinate Center. Use the Mirror tool to make Instance Clones of Corner Post01 and Nut01 at all four corners of Plastic Lid (Fig.37).
Okay, last piece to model. Create a sphere with a radius of.55, segments to 8, hemisphere to .5 and Squash. Now move it to XYZ, -8.334, -13.25, 7.75, and Scale the Z axis to 70%. Rename this object "Pin01” (Fig.38).
Convert to an editable poly and go to vertex mode. Select the vertex at the centre of the flat bottom and right click "Convert to Edge”. Connect with 1 segment and Slide to -35 (Fig.39).
Go back to vertex mode, grab the centre vertex and Convert to Face. Extrude with a value of 16.5 (Fig.40).
Switch to edge mode, and select an edge at the base of the extrusion, the top of the extrusion, and the outer edge of the sphere. Set Edge Crease to 1. Now add a TurboSmooth modifier, and set the Iterations to 0 and Render Iterations to 1 (Fig.41).
If you want to animate these pins, save now and go to the next tutorial. If you just want to make the pinbox render as a still with no pattern in the pins, make an Instance Clone of Pin01, and move it to XYZ, -7.459, -13.75, 7.75
Select Pin01 and Pin02. Go to Tools > Array. In the Array Dialogue box that comes up, under Array Transformation >Incremental, enter a Y value of 1. Under Array Dimensions enter a value of 28 for the 1D Count. Switch to 2D, and set the Count to 10, and under Incremental Row Offsets, enter an X value of 1.75 (Fig.43).
The complete Pin Art Toy model. (With Plastic Lid Obj Properties set to "See Through”) (Fig.44).
This concludes the modeling side to our pinbox model, join me in part two where I will show you how to animate it.