These steps are shown below:Īlthough Catmull-Clark subdivision surfaces supports N-sided polygons, it is still best to stick to quads. Then, using Add Edges, split the newly created polygons right down the center to create all four sided polygons. Select the bottom polygon and then using Bevel, shape it like what's shown below (5 bevels in total):ĭelete the bottom most polygon (the 12-sided one) and replace it with three four-sided polygons and two five-sided polygons. Select the set of rows that are one up from the previous step and move them by -1 mm on the Z-axis: Select the set of rows that are one up from the previous step and move them by -1 mm on the X-axis: Select the set of rows that are one up from the previous step (except for the top most row) and move them by +1 mm on the Z-axis: Select the following rows of points (every fourth row, starting from the second row from the bottom) and move them by +1 mm on the X-axis: This idea was found in this excellent incandescent light bulb modeling tutorial by James Hastings-Trew (who also made available a collection of solar system planet textures, which I used for my Pantheon Deorum rendering). It is a bit hard to visualize why this is the case but it works. This next bit is going to create screw threads by manipulating the points such that the surface forms a screw.
Switch to a new layer and add a 12 sided disc with the following settings: It also contains the electrical connection. The screw cap is the threaded portion of the bulb that screws into the socket.