How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)

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  • wirrexx
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    wirrexx polycounter lvl 7
    Klim3D said:
    Klim3D said:
    what have you tried so far ? this isnt a topic to ask people to make the stuff for you, its for you to try and when you get stuck you simply ask for suggestions ;)



    Sorry, I want to know how this can be done, are there any examples for this? Thank you.
    we help eachother by finding solutions on your current model problems, not by letting one of us do the model for you. So make an honest effort to do the modell when you get stuck doing it, we'll jump in to help you! =)
  • wirrexx
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    wirrexx polycounter lvl 7
    iacdxb said:
    Hi, doing a bottle and at top stuck with bump edge... anyone can help me how can fix this...?
    Thanks.
    The problem for this solution is probably in every 3-4th page of this forum. Curved surfaces needs to be equaly distanced for them to be able to hold smaller details.You could fix this by pushing and pulling the vertex on your model until it dissappear. Or, try to bake it down apply a fast texture and see if it's really a problem. 

    The first thing i can tell you is that, sometimes tris and ngons work on a curvature and sometimes they don't, The issue could be because you have 2 tries connecting to the save vert. 

    the second thing i can say is that you need to have a bottle with enough geo to be able to hold that shape when subd. You can start with a low poly mesh and make the primary shapes and simply subdivide it when you need smaller details. =) 

    Try deleting this edge and see if you get a better shading. 


  • absorbentghost
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    absorbentghost polycounter lvl 5
    How would u guys clean this up without adding other pole loops?

  • Kanni3d
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    Kanni3d polycounter lvl 2
    How would u guys clean this up without adding other pole loops?

    You're going to end up having TONS of poles regardless with a sphere that low resolution, and with those circle panel cutouts that high...

    That being said - increase the sphere's amount of subdivisons/edges, and have those cut outs be a bit less dense. Right now they're about 20 sided, when they can easily be 8-12 sided and hold up their shape :)
  • Klo Works
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    Klo Works polycounter lvl 3
    hi, 
    I try alot to achive this image: 

    my biggest problem when I start to sharp the area it start to show pinch.

    these area I want to make it sharp.




  • Pavel7
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    Pavel7 null

    Hi,everybody!Help please!
    Explain how do I model this leather wrinkles? Please give тне visual examples.I speak English a little))
    (I am using 3ds max 2016)  
  • Bumblebee
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    Bumblebee triangle

    how would you guys approach this? I always get really wobbely result if you look at the smoothing. The surface doesnt look clean at all.
  • Kanni3d
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    Kanni3d polycounter lvl 2
    Bumblebee said:
     I always get really wobbely result if you look at the smoothing. 

    Delete your support loops/unecessary geometry so that you can definite the shape and silhouette much easier. Then from that point, you can turbosmooth by smoothing groups to add geometry, or add manual support loops and go from there. The top triangular detail is well done :)
  • sacboi
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    sacboi greentooth
    @Pavel7

    Where's your attempted example? 

    It is only after you've honestly tried modelling the referenced object without success and posting the result here, a possible solution/s are then offered by others.

    This thread is not a resource for getting someone else to do all the work for you which in the process of doing so you'll likely learn nothing sustainable.

    However that said, I'll point you towards youtube there's a few Max tutes detailing workflows for your query so check them out.
  • Evil_Fischi
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    Evil_Fischi polycounter lvl 3
    Hi there,
    I am struggleling with the modeling of a hatch like this one here:



    I started with a box that I spherefied and booled the inset, but how can I add supportloops to maintain hard edges on it?

    How can I maintain the sharp edges (yellow) while keeping a smooth round surface?

    Or is it easyer to use flowters for such a task?

    Cheers
  • wirrexx
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    wirrexx polycounter lvl 7
    Hi there,
    I am struggleling with the modeling of a hatch like this one here:



    I started with a box that I spherefied and booled the inset, but how can I add supportloops to maintain hard edges on it?

    How can I maintain the sharp edges (yellow) while keeping a smooth round surface?

    Or is it easyer to use flowters for such a task?

    Cheers
    heey Schatz, i could demonstrate it to you via skype later. but here's a small breakdown.

    /wisam

  • SnowInChina
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    SnowInChina polycounter lvl 8
    i think the shape is even easier than what you do
    from what i can see, that part is flat on top, only the edges are beveled
  • Evil_Fischi
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    Evil_Fischi polycounter lvl 3
    @SnowInChina , no, I only chose an unfortunate perspective, it is not flat in the center but it has a slight curve to it.

  • sacboi
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    sacboi greentooth
    @Evil_Fischi

    I'd suggest just going with floating geo because there seems to be other inset details on that circular shape you'll have to bake down as well.
  • wirrexx
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    wirrexx polycounter lvl 7
    @SnowInChina , no, I only chose an unfortunate perspective, it is not flat in the center but it has a slight curve to it.

    here's my demonstration, could gone with less polys, but the thing is, it's a very simple shape and has a very simple solution. Pay careful attention to where you want your support edges, where you need them. And try to fit you're polycount to that. Less is more, but this was Lazy.. doing artstation challenge.. fast. .


    1. I made my big shapes.
    2. I turbosmoothes my circle twice.
    3. Used prooboolean with no edge removal. Deleted half of my mesh because it's symmetrical.
    4. added support loops.

  • drinkwater101

    ZBUSH - Please let me know if you have a solution. Thanks in advance! 


    ​It seems that it might be a coordinates issue which is noticeable when the Deformation tool is used, but that is only my guess.

    ​Here are the steps that I followed...

    1.) Appended a Sphere
    2.) Used the Move Tool on the X Coordinate while holding Shift (I even went to Geometry>Position>Set 0 for the X Position)
    3.) ​Went to Deformation>Taper to 90 (X and Y Coordinates active)

    This is where the issue comes in....

    Mine vs. Tutorials version:

    Mine: Looks like a horizontal drop
    Tutorials: Looks like a vertical drop

     I found work arounds, but I would really like to know how to correctly do this. 


    Thanks,

    Alicia B



  • EosOfOrcus
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    EosOfOrcus polycounter lvl 3
    Hi guys i'm working on this Shape for practice. I'm using as a reference a centerforce clutch. Right now i'm just going through making the grooves near the bolts on the clutch. I'm just going through trying to find out what's the best way for the edge-flow. I feel like on one hand i can have two ngons and keep the edges of the groove sharp or else i can terminate the edges and eliminate the ngons but i'll have smoother grooves. 

    I'm trying to see which method is more optimal and appropriate for this shape.

  • Yzii
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    Yzii null
    Hi everyone! 

    Guys I need help with solving issue I have with topology. I need to smooth surface on "front" of my mesh (blue circles) while preserving hard edges on sides (green circles). I know how to achieve this on acute angles, but Im unable to achieve this on obtuse angles. 

    Would you please help me out? (other aproaches then directly by topology are also welcome)
  • sacboi
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    sacboi greentooth
    @EosOfOrcus either option is certainly viable and in my opinion it's just a matter of personal preference which solution would be the more applicable in terms of utilising other pipeline processes, if the intent here is for additional development of your referenced object - good work.
  • wirrexx
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    wirrexx polycounter lvl 7
    Yzii said:
    Hi everyone! 

    Guys I need help with solving issue I have with topology. I need to smooth surface on "front" of my mesh (blue circles) while preserving hard edges on sides (green circles). I know how to achieve this on acute angles, but Im unable to achieve this on obtuse angles. 

    Would you please help me out? (other aproaches then directly by topology are also welcome)
    so this question comes up very often, going back a few pages would show you atleast 100 of solutions to this. The secret to this kind of models are to firstly model the curve, without doing the indend/cut. When you are happy with how the curve is flowing, subd a couple of times so your mesh has enough support edges that you only need to move a smaller vertices to make it hard as you want it.
  • Bumblebee
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    Bumblebee triangle
    so im struggeling alot getting the shape of the afg grip right. Has anyone any idea how to approach it?


    its especially difficult since on the one side it has like a 6 sides hard hole and on the other side it has a circular hole. If i try to make the 6 sided hole hard, the circle on the other side has inconsitent sides.. URRRGGHH
  • throttlekitty
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    throttlekitty Polycount Sponsor
    @Bumblebee So don't have the cylinder joined in the middle. It's not critical for baking, so two halves of uneven-sided cylinder can just meet up but not be welded. Also, I think you've missed the profile I've tried to trace out here, get some more photos from other angles if you haven't already.


  • Klo Works
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    Klo Works polycounter lvl 3
    so, after I read different post here its all about adding more geo. 
    so this is the result, is that a good way ? or is there better way to handle it ? 



  • Bumblebee
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    Bumblebee triangle
    hey throttle, you got that incorrect, the "valley" actually goes all the way to the bolt. Its kind of a tricky thing to polygon model. 
  • Bumblebee
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    Bumblebee triangle
    Klo Works said:
    so, after I read different post here its all about adding more geo. 
    so this is the result, is that a good way ? or is there better way to handle it ? 



    if you see no artifacts, you re good.
  • yashar98
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    yashar98 polycounter lvl 3
    Hello everyone
    i don't no how to create the correct topology for this part of model :)


  • Thanez
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    Thanez polycounter lvl 3
    @Bumblebee The solution to at least the hexagonal hole vs round hole is that the AFG is separated into two halves down the middle, so the two holes don't actually share geometry. See also how the right side has two smaller assembly screws, while they're not present on the left.
    https://media.mwstatic.com/productimages/880x660/Primary/380/380749.jpg
    https://cdn.gorillasurplus.com/images/products/large/GOLWS21849B.jpg
    https://i0.wp.com/www.ar15news.com/wp-content/uploads/2010/12/magpul-afg-5.jpg

  • drinkwater101

    ***ZBRUSH Expert Needed***





    Has anyone had a problem with ZBrush trying to do a Progressive Projection when you are using the Masking Tool? Sometimes when I'm masking off sections I happen to double click while holding control to soften my selection, however sometimes it forces my model to go from 300,000 active points to 3.7Million! My model is now made of DynaMesh and originally was 3.7Million, but I’ve ZRemeshed it to 300,000.

     

    Where is this 3.7million coming from and why does my document freeze and read “Projective Progression 3.7million” on the top yellow bar?

     

    This is so confusing, does anyone have thoughts on this? It also tends to crash the program when this happens!


  • crawl
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    crawl triangle
    Could anyone give me advice or point me in the right direction in regards to modeling with a distorted perspective? I want to challenge myself by recreating this but I'm a little stumped on how to get started.
  • sacboi
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    sacboi greentooth
    Yeah! @crawl try your luck with proportional editing and see how that goes, there's a few online tutes floating around just hit one up applicable to your app of choice which will also make things a tad ezy'er for yourself in the long run.
  • crawl
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    crawl triangle
    @sacboi
    I'll definitely look into that. Thank you

    Edit: After checking it out, it looks like all I can do in Maya is use Soft Selection. Blender's implementation seems way better. Oh well!
  • wirrexx
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    wirrexx polycounter lvl 7
    crawl said:
    @sacboi
    I'll definitely look into that. Thank you

    Edit: After checking it out, it looks like all I can do in Maya is use Soft Selection. Blender's implementation seems way better. Oh well!
    Model it straight, use FFD modifiers.
  • sacboi
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    sacboi greentooth

    wirrexx wrote:

    crawl said:
    @sacboi
    I'll definitely look into that. Thank you

    Edit: After checking it out, it looks like all I can do in Maya is use Soft Selection. Blender's implementation seems way better. Oh well!

    Model it straight, use FFD modifiers.

    Agreed, for Maya will work as well.

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