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First post (yay) i know this may sound dumb but, in kirby super star theres a backround with mountains called "candy mountain" i was wondering how do you make that "spiky cone" of the mountains

http://kirby.wikia.com/wiki/Candy_Mountain

Not the base of the mountain just the tops, the "spiked" white area

thanks!

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2 Answers 2

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Create a cylinder with 24 vertices for a 12 spike object. Set the Cap Fill Type to nothing. enter image description here

Tab into edit mode and select the bottom ring of vertices. From the Select menu select Checker Deselect. Now use g to grab the vertices and z to constrain the movement to the Z axis. Drag down to set the length of the spikes. In the following image I have hidden the top ring of vertices with h enter image description here

Then extrude the top ring twice, once to create the ridge and the second time to create the top. Close this with alt+m and Merge to Center.

Now Tab out of edit mode. Set Smooth and add the Subdivision Surface modifier and ensure the Subdivision for both Preview and Render are 1. enter image description here

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    $\begingroup$ oh ok, that's what I tried first, then I didn't realize that it could work with a Subdivision of only 1, maybe it could be a limitation sometimes though (?) $\endgroup$
    – moonboots
    Commented Sep 7, 2018 at 14:27
  • $\begingroup$ Is it possible that i can curve this obj. to "open up" a little more so i can fit it into the conical frustum? $\endgroup$ Commented Sep 7, 2018 at 20:46
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I thought it would be easy, but as this object is both smooth and sharp, it is not. Maybe there's a easiest way to dot it, anyway here is mine:

  • Create a plane and subdivide it vertically (for example 7 times).
  • Give it an Array modifier and, in Count, choose the number of duplications (i.e. the number of spikes you'll need), for example 12. Enable the Merge and First/Last options.
  • Create an Empty at the origin point of your plane.
  • Give your plane a SimpleDeform modifier with the Bend option enabled and choose the Empty as Axis, Origin.
  • In the same modifier, choose 360° as Deform Angle . Now your shape is a ring.
  • Give your plane a Subdivision Surface modifier, and Smooth it in the T panel.
  • In Edit mode begin to move up and down your vertices so that it creates spikes. Move some vertices along their edges to sharpen the top and bottom of those spikes. Now you have a kind of crown.
  • Keep a copy of this object + Empty.
  • Apply the Array modifier, then apply the SimpleDeform modifier. Keep the Subsurf.
  • You need to make some corrections to join the first and the last object of the Array (maybe the gap is avoidable, I don't know), use alt M to merge vertices.
  • Now you can begin to extrude and scale the top, then close it with a alt M.
  • You can give your object a Solidify modifier if you want to give it thickness

enter image description here

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  • $\begingroup$ I get the same result by creating a Cylinder with 24 vertices and no ends. Then in Edit mode using the Checker deselect on the bottom ring of vertices and dragging out the spikes.Then the same steps as @moonboots to create the dome top, extrude, merge, set smooth, add Subdivision Surface modifier. $\endgroup$
    – rob
    Commented Sep 7, 2018 at 11:11
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    $\begingroup$ could you please explain how (make an answer)? Because to have both sharp spikes and Subsurf modifier you need to work each spike, it's a bit tedious, or I'm missing something $\endgroup$
    – moonboots
    Commented Sep 7, 2018 at 14:04

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