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Blender for jewelers. How to make a
solita ring in pave setting.
First thing that we're going to do is
choosing a ring size. So I'm going to
press N and go to my jewel craft add-on.
And on curve I'm going to choose size
curve.
My diameter will be 16.5 which is US6 or
EU 52.
And right now I can begin. Now I'm going
to add a gem. And I'm going to choose
6.5, which is one carat.
And I'm going to scale it up.
It really depends how high you want
that. And I'm going to choose around 2
mm
right about here. Even less in here.
Just like that.
And the next step is to add prongs to
make the crown.
Now, you can add uh prongs from the
jewel craft in here, but I don't really
like those prongs for this specific
solar ring. So, I'm going to build my
own.
And
what I want to make, I want to make four
ones that are going to sit right over
here.
So, in order to do that perfectly,
I'm going to start with
with the front and I'm going to make one
perfect prong. And then I'm going to
rotate and mirror the other side. So,
I'm going to start with adding a
cylinder.
And the vertices right now are 32 which
is way too high. So I'm going to choose
16.
And in edit mode I'm going to move it up
that it will be right below the run
itself and move on the X axis
right here.
Now it really depends
right here.
Now, it really depends
how how much gold you would like it to
be. I like when you see a little gold.
And right now, I'm going to make the
ring for render, of course, so it will
look perfect. But if you decided to
print it and cast it and set the stone
inside for one carat, I will not
recommend less than 1.3 mm the diameter
so that you will have enough material to
set the gem in it. And just like you can
see, I put it inside of the gem a
little, not a lot.
And the bottom part I'm going to move
right over here.
Now I will not like to cross the middle
line. So it will be our center
and the top part. Right now I'm going to
extrude up on the Z axis. If you want to
cast it, I would recommend going as high
from the top as at least one one and a
half mm. Just like that. So the person
that set the stone will have enough
material to work with.
And you can leave it just like that. But
because we are doing for render, I'm
going to move it right over here
that it won't be too high. Again, up to
you what kind of setting you like. If
you want the claw, you need a lot
higher, but I like it when it's just
about here. And scale it.
I'm going to rotate
and move it over here.
And now I'm going to bevel this part.
And by scrolling the mouse, I'm going to
add segments
right over here.
And in the bottom part,
I'm going to add loop cuts. I think
this will be enough.
And I'm just going to move them on the
X- axis so they will align with the gem.
Not too close, but not too high because
I would like to look at it when I have
this diagonal line.
Make it
straight as possible.
And I'm going to look from the right
side.
Right now, it's really straight and I
would like it to be at the bottom a
little bigger. So, I'm going to scale it
with proportional editing.
And I'm just going to scale it
just like that
even in here. Even in here.
I don't know how this one moved. So, I'm
going to press S and then zero. And
everything will be at the same line
again. This one, too. And scale it.
It really depends how thick you would
like it to be.
I'm going to scale this down a little.
And
if you like the shape
and just like that
right over here.
Now, if you like the shape, I'm going to
add a subdivision surface
right over here and shade smooth.
Now, I think it's way too close to the
gem. I don't really like it. So, I'm
just going to move it
little.
And this one also.
And the bottom part I'm going to delete
the face X face.
So later on I can fix that that it will
be perfect with our um with our size.
And if you're happy with the shape and
how the prongs looks like.
And from the top I'm going to rotate
right over here. So I'm going to place
it where I want it to be in here.
right over that lines.
And in order to do a mirror modifier,
I'm going to start with the Xaxis first
on the front view. So on tab, I'm just
going to move those parts
on the X axis. And I'm going to use
proportional editing just just so it
will look okay.
and add a mirror modifier.
Move it up first.
And the mirror object should be our gem,
our round.
Don't forget clipping.
And I'm just going to choose the parts
that I want to connect
right here. I think all of them should
be enough. N GX
and without a little bit proportional
editing.
So only the parts that I want to be
connected will be connected
right over here.
I think we can connect the this part as
well.
Right here.
Again, play a little bit with the
proportional editing.
Right over here. And now we have those
faces
and we're going to delete them. We're
going to press three
and we're going to select all our face.
Three is for face
and X faces.
And press one again. So we will have
vertices.
And we are going to play around with
this part just a little right over here.
And now we move to the Y-axis and then
we can just modify it later.
Again we have the center line. So we are
going to move all of this part on the
Yaxis with proportional editing
and press Y.
Now I think I want to connect really all
of those
and this part as well. So it will be
perfectly it. So it will be perfectly
clipping in the exact same loop. And
then G Y
and a little B and just like that.
And we have again all those faces as you
can see. And press X and face
right over here.
And on the front we can adjust it.
And I'm going to press GX just to scale
it down. Also this one.
And if you press twice
G, it will move at the exact same
direction H of the object. So you will
not lose the the correct line. So, gx
and and I'm just going to shape it kind
of shape and also from the y axis
I'm going to just move that part inside
those two
and just play around with it until you
find the shape that you like.
right here.
Move that one. I'm going to press twice
G.
And I like this part.
Now we are going to connect
this part to our pave. So right now I'm
not going to touch that. Only this part.
And I'm going to select this loop.
going to lose that one and scale it down
because our gem is right over here.
I don't want them completely touching.
And twice J twice G, sorry.
Now, I don't really like how those loops
turns out. So, I'm going to press right
click, loop tools, and circle
right over here. And maybe this one
little bit inside
those two as well.
This one can go up
and those one can go up.
All right. So, we have our crown
and now let's move on to the pave. So,
before we continue, let's just be
organized and call this bronze
and this one big gem.
And both of them I'm going to put in a
new collection called crown.
The next step is making the pave setting
on the band. So, I'm going to start by
adding a gem in jewelcraft add-on. And
I'm going to choose 1.5. I think it
looks the best for one carat.
Here you go.
And now to distribute only on that part
of our band, I'm going to choose the gem
and then the size. and in jeweling
distribute on curve.
Now it's best to work on the front view.
I'm going to tilt it minus 90 so it will
be in the right direction.
And the offset
I would like it to be around 1.5 mm
where the top of the of the gem sits. So
it's going to be I think 1.2 because
it's um it's 1.2
from the center. So this part will be
1.5
even less I think
right here. And now to move the gem this
is our central gem our first one and I'm
going to start with the end and I want
it to be right here only half a ring.
Now you see that those are not in the
right direction. So, I'm just going to
continue it and rotate until I have the
right direction.
I think here will be great.
Yeah, in here. And I would like it the
last one to be just in here, not too
close to our crown. So, I'm going to
move it.
And the quantity
should be maybe eight. Just play around
with that.
And if you decided to cast it, I will
not do it less than 0.3
or 0.4. It will be too close.
Even 0.5 will be great. Um, so just like
that. But now for rendering, I think
this will be great. Let's see from the
top. We're going to see a little bit of
a diamond. And not too close.
and here.
And now let's select all our rounds and
make a new collection and call it all
gem.
Now let's hide the crown. And so we
don't select the gem by accident, I'm
going to press this little arrow. If you
don't have that, you can you can choose
this little icon and select the arrow.
You can select it if you choose that.
So our next step is making the pave it
itself. What I like to do is I like to
make this kind of box just for one and
then array it all over our uh our size.
So I would like it to look like that
in here.
So I'm going to make only this part
this U shape
and then I'm going to array it all over.
Deciding to cast it and set the stones.
I will not do it like this because this
is very thin material. It will look
something like that.
So I will have a lot of material to work
with and maybe make a small split here.
But the person that set the stone need a
lot of material to work with. And I will
make a full one and not just a very
small one like that just like how I
showed.
All right. So I'm going to start by
adding a plane.
and move that. So, one part will be I I
al I already have a line, so it's great.
I'm going to follow the line. So, it
will be in the center of our gem.
Now, I don't want it too high. I'm just
going to put it right over here.
So, a little more than half of the
bottom part will be inside of the ring.
And this part should touch the gem side.
Now, I'm going to add a loop cut right
in the middle and delete
those vertices. So, I can add a modifier
and add a mirror modifier
only on the Y-axis. So everything that I
do in here will happen on the other
side.
And let's move it right about here. So
it won't be too far away, but I still
want to look I still need more material.
So I think in here should be great. Just
a little.
And let's select
our plane. and extrude that
until it's
right over here. Just like that.
Not too close to the edge.
And with G, I'm going to move it.
And then again from that side, I'm going
to choose the middle part as much as I
can. So it will be in between those two
gems
right here.
And I have a box.
I'm going to add one loop cut at
the center in here and another loop cut
on those two parts.
Here you can see that this is how it's
supposed to look like.
And we're going to select those two
squares
and on the front view we are going to
extrude that up. Uh again it really
depends how the pave will you would like
to see the pave. Um I think right in the
middle of that line will be great and
scale it down
right here on the top. I'm going to move
it on the Y axis
even scale it more
right here. And this one I'm going to
move in here. And that one in here.
And I'm going to add another two loop
cuts.
And add a subdivision surface modifier
shade smooth.
And I'm going to press three
and select those parts and press X and
delete our faces.
Again, we have faces inside.
And I'm going to delete those two
because I want to array them and connect
them at the end. So this will be enough
right here. And I think I would like to
scale those part up a little
in here. And maybe scale it.
And those part I'm going to scale again
so it will be smaller. And I'm going to
choose individual origins origins.
So everything will be small
right here.
And those two parts
and go.
And we have our prongs that are inside
of our gem.
I'm going to add another loop guide loop
cut right in the center.
And I'm going to select one
those parts
only the middle line.
And I'm going to scale it down. Just
move it down so it will have that U
shape in here.
Keep it in the middle
right here.
And right now
the gem are kind of I can move it even
lower
even.
And now, as you can see, our gem is
inside of our band. And some you can use
the cutters.
You can use the cutters in here, but I
don't really like the boolean that um
that happen with this specific uh mesh.
So, I'm going to make a hole on my own
because we're going to array it anyway.
We need to apply the mirror modifier.
And then we're going to choose all of
these parts
right here. And press I
scale it a little. X and delete the
face. And now we have a loop. And
clicking right click circle.
Let's scale it and see how it looks in
here. We can even scale it more
right here. And on the front view, I'm
going to extrude.
And scale it again. Extrude. I think
right about here. It's enough. We don't
need even more. And press F. I like to
press I again
so it will be even straighter. and shift
E to crease it
to a perfect
crease.
And also this part crease and our circle
right about here. Not 100% just less
than 100% so it will look flow in our
mesh.
And this is how it's supposed to look
like.
Maybe this one can go down a little so
it will flow a little
so it will be it will look better.
Kind of look like a tooth.
Just like that.
And if you're happy with the shape and
you don't want to change anything, we
can array it.
So on the front view,
I'm going to add a an array modifier.
Move it up so it will be first.
And I'm going to add an empty
because I want it to go around the side
shape. So I'm going to I'm going to
uncheck the relative offset and check
the object offset. And our object should
be our empty
right here.
And I'm going to rotate so you can see
right in here. And we have our middle
line. So I want it to be per as much as
I can perfectly
in the middle.
And now,
as you can see, those parts right here
are really far away. So, I really need
them to be close so I can merge them to
be one object. So, I'm just going to
move that part here.
And just play around with this
and make it as close as possible
in here.
And also this part and
that part.
Those one are really close to each
other. So it's good.
Let's move this one higher.
Just so it will look
just so it will look better by the end
of the mesh
right here.
Can move this one.
And of course we need to make more
so they will all fit. We have eight.
This one can go higher.
And right now after we are happy with
the shape that we made and we don't want
to change anything else, we can apply
the array modifier.
And to merge them,
we're going to select one loop,
the two loops that are close to each
other,
one here and one here.
And we're going to press M and we're
going to choose by distance. So every
vertices will be merged together with
the vertices that are close that are
close to it. And if it's not merging, we
just need to check this little box. And
we can see that the merge distance is
really low. And in order to do that, we
needed to delete some zeros.
So now we're going to lower it to 0.1.
And we can see that everything is
merging
right here.
And we are just going to select all of
them, each and every one of them, and
merge in center.
And after we finish that, we can see
that this part it's a little
wobbly
on front view. I'm just going to fix
that by moving
Great. So this is our pave setting and
we can see it without gem. Every hole in
its own place.
Um right here
we connect the crown to our pave.
Let's just fix this part so it will be
right on top
of our ring in here.
Right here. So to connect both of them,
we need them to be in the exact same
state. So when we join them, one of them
is mirror and the other one isn't.
And we need it to be mirror in a very
specific way. We needed to mirror in
only on that part.
So what the first thing that we're going
to do is we're going to apply the mirror
modifier.
And in edit mode, we're going to delete
the left part
only the vertices
and add a mirror modifier.
on the top of course object. The object
is the round and clipping very
important. And we're going to do the
same for this one for the pave.
And again the modif
clipping very important.
And now we can join them. Ctrl G.
and they're both the same
right here. Right now, we have it only
on the x-axxis. And we are going to do
that on the right axis as well. I think
that it's on the right. Let's hide the
gem
right here. We see that everything here
is selected vertices. And I can see that
some of them are crossing.
So, I'm just going to choose
all this loop. GX gy
to move it.
Press Y. Clipping. Gy.
And just connect everything
right here.
And now we can work on both side. So,
let's start with deleting those those
faces that I want to connect. I think
only this one.
Maybe that part too
in here. And press X faces.
And let's start with making a face in
the bottom part to close it. So we're
going to select all four of them and
press Ey. So they will be clip right in
the middle right here. Connect them both
perfectly. I need to know the exact
number of our vertices so it will be
perfectly combined together. In order to
do that I'm going to press this button
and choose statistic. In here you can
see the statistics. It will show you
anything that happens on the scene. And
when I choose this loop, don't forget
that it's only half. I have seven
vertices. And in here,
I also have seven vertices. So, it
should be work perfectly.
I'm going to choose one, two, three, and
four. All four of them right from the
middle. And press F.
And then I'm going to select
the bottom part to see how it's
aligning. Again, F.
And to continue, I'm just going to
select our edge and press F again. It
will know automatically how to combine
both of them.
And I have this part.
And I can scale it up a little.
And maybe this one move.
Now it's really up to you how you would
like it to look like.
Now, if you're going to print it, you
don't want this part to be too thin. So,
right over here should be enough.
Right here.
And now for the bottom part, I'm just
going to select in here
our loop
and I'm going to extrude that just a
little in here. I'm going to scale it so
it will be straight sed and then zero.
So it will be straight ahead. I would
only like to work with that part. So I'm
going to select with a everything except
those two loops and I'm going to press
H. And let's hide the little gem.
And only at the bottom one I'm going to
move that. I'm going to see here that
I'm in the right vertices.
I'm just going to play with it until I
find the shape that I like.
I would like it to be a little square
right here.
And those part as well right in here.
right over here. And when I like the
shape of the band,
I'm going to do alt h.
And I'm just let's move it so it will be
in uh exactly in the line. And then I'm
just going to press E and rotate.
And at the end, I'm going to extrude and
merge them.
And I'm just going to fix all those
parts so it will be the exact size that
we want
right here.
And in order to mirror the gem, we're
going to select our first one and we're
going to add a mirror modifier.
And the big gem will be our
our uh mirror object.
And then we're going to select all of
the gem. And then the last one will be
the first and press Ctrl L. And we have
copy modifier.
And we have a perfect mirror.
And we have our glitter
pave setting
right here.
And we can add a material
right here. And we have
And we have right [snorts] here from the
top
our pave solitaer ring.
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