### Tutorial - Hexagon - Struts and Art From Wireframe

Posted:

**27 Sep 2015, 18:15**This tutorial tells how to make 3D models from wireframes in Daz Hexagon. I used this technique to make the pavilion and part of the sculpture in this image.

The basic workflow is to create a polygonal model, extract its wireframe as curves, and apply thickness to get a framework similar to the metal structures in bridges and buildings. Applying subdivision to the frame object produces an artistic curved effect.

This tutorial is for people already familiar with Hexagon so I won't describe how to use the user interface or small details of how to use each tool.

The totorial has sections for detailed procedure, hints, and warnings.

0. Start with a polygonal model.

1. selection menu item - select edges

2. selection menu item - select all

3. Move the mouse pointer over the object. Do not click. This causes the selected edges to highlight.

4. lines tab - curve extraction

5. surface modeling tab - thickness

6. validate

7. surface modeling tab - weld

8. vertex modeling tab - close - close all ("A" in a circle)

9. validate

10. vertex modeling tab - average weld

11. validate

Now you have a structure built from the wireframe of the original object. If you want to make it curvy or artistic then apply SDS as follows;

12. surface modeling tab - smooth

12.a. The various methods of SDS will produce different results. Bezier Interpolation and Butterfly Subdivision can create bulges and asymmetry for interesting shapes.

13. remove the dynamic geometry (lightning bolt)

14. validate

Applying decimation to the original object can produce a more random wireframe and interesting final results.

Applying SDS to the original object sometimes produces geometric patterns. Be sure to remove any dynamic geometry before continuing.

Decimating the original object often results in spikes in the finished structure.

High levels of SDS cause Hexagon to crash, lock up, or take so long that it is effectively locked up. Stay at level 2 or 1.

Many of the steps can take a long time if there are many edges. Possibly minutes. Even 20 minutes. Curve extraction, thickness, and at some points validation are the usual slow points.

The basic workflow is to create a polygonal model, extract its wireframe as curves, and apply thickness to get a framework similar to the metal structures in bridges and buildings. Applying subdivision to the frame object produces an artistic curved effect.

This tutorial is for people already familiar with Hexagon so I won't describe how to use the user interface or small details of how to use each tool.

The totorial has sections for detailed procedure, hints, and warnings.

**Detailed Procedure**0. Start with a polygonal model.

1. selection menu item - select edges

2. selection menu item - select all

3. Move the mouse pointer over the object. Do not click. This causes the selected edges to highlight.

4. lines tab - curve extraction

5. surface modeling tab - thickness

6. validate

7. surface modeling tab - weld

8. vertex modeling tab - close - close all ("A" in a circle)

9. validate

10. vertex modeling tab - average weld

11. validate

Now you have a structure built from the wireframe of the original object. If you want to make it curvy or artistic then apply SDS as follows;

12. surface modeling tab - smooth

12.a. The various methods of SDS will produce different results. Bezier Interpolation and Butterfly Subdivision can create bulges and asymmetry for interesting shapes.

13. remove the dynamic geometry (lightning bolt)

14. validate

**Hints**Applying decimation to the original object can produce a more random wireframe and interesting final results.

Applying SDS to the original object sometimes produces geometric patterns. Be sure to remove any dynamic geometry before continuing.

**Warnings**Decimating the original object often results in spikes in the finished structure.

High levels of SDS cause Hexagon to crash, lock up, or take so long that it is effectively locked up. Stay at level 2 or 1.

Many of the steps can take a long time if there are many edges. Possibly minutes. Even 20 minutes. Curve extraction, thickness, and at some points validation are the usual slow points.