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

Replies

  • perna
  • guitarguy00
    Offline / Send Message
    guitarguy00 vertex
    Hey guys, I'm having trouble modelling this. I can see some tiny ridges when I subdivide. I'm unsure how exactly to close the loops without it giving a slight bump.




    How would you guys go about this?


  • snakedogman
    Offline / Send Message
    snakedogman polycounter lvl 3
    This is basically the same as the previous question, and has the same answer, only instead of an extrusion you have an inset. Those weird honeycomb shapes you have? Don't do that.
  • snakedogman
    Offline / Send Message
    snakedogman polycounter lvl 3
  • rage288
    Online / Send Message
    rage288 triangle
    Ausonian said:
    Erase those last posts before perna reads :smile:
    What's wrong with snakedogman mesh? I think it should suffice; try only to tighten the bevels, if you need harder edges.
    yep

  • ebi
  • guitarguy00
    Offline / Send Message
    guitarguy00 vertex
    This is basically the same as the previous question, and has the same answer, only instead of an extrusion you have an inset. Those weird honeycomb shapes you have? Don't do that.
    Thanks. I tried a similar method to the one posted on the previous page and it worked out much better. I still get a tiny bit of pinching on the corners of the inset(vertically), is this unavoidable? It is almost unnoticeable when I apply a blinn material over it but would like to see if I can eliminate it 100%.


  • Revel
    Online / Send Message
    Revel polycounter lvl 7
    There's no point in eliminating 100% pinching really, most of the time it's just gonna take 1 or 2 pixels out of your normal map bake.
  • guitarguy00
    Offline / Send Message
    guitarguy00 vertex
    Revel said:
    There's no point in eliminating 100% pinching really, most of the time it's just gonna take 1 or 2 pixels out of your normal map bake.


    The minor pinching well be removed during the bake?
  • Bumblebee
    Offline / Send Message
    Bumblebee vertex
    I recently started a project after a very long time and I endep up where I had little geo to work with at the highpoly stage. The problem I always have on a curved surface that when I want to tighten an edge, I have this ugly pinch. I first use cut to make the loops and then collapse the tri so I have nice quads. The prob is i have a huge pinch after that which looks  plain ugly. Anyone got a better approach? I looked at other peoples highpolys and they have the same topology but theirs isnt pinchy


  • Revel
    Online / Send Message
    Revel polycounter lvl 7
    The minor pinching well be removed during the bake?
    Eh, it's not magically disappear, I mean it's just gonna take a small portion on your maps that it didn't even worth the time to spend fixing the pinching. From your screenshot it looks clean, try to bake it into a normal map and apply temp texture on top, I doubt you will notice any pinching there.
  • Revel
    Online / Send Message
    Revel polycounter lvl 7
    Bumblebee said:
    ...
    Hmm, please don't too carried over with a 'nice quad' flow on your highpoly, if the ngon can give a better result just use it.
    I don't really understand your last image though but here's an example of my 1911 I did recently.

    On that section I even have 6 sided poly but smooth without any *noticeable* pinching..but you do need to line up the curvature there nicely (view on ortho helps alot when you want to check curve surface).
  • guitarguy00
    Offline / Send Message
    guitarguy00 vertex
    Revel said:
    The minor pinching well be removed during the bake?
    Eh, it's not magically disappear, I mean it's just gonna take a small portion on your maps that it didn't even worth the time to spend fixing the pinching. From your screenshot it looks clean, try to bake it into a normal map and apply temp texture on top, I doubt you will notice any pinching there.
    Thank you. I will give it a shot. Is it sometimes impossible to avoid minimal pinching when it comes to putting hard edges on curved surfaces like this?
  • Justo
    Offline / Send Message
    Justo polycounter lvl 3
    Is there a single chamfer op in Max that lets me get something like C from A? All I get is B.

    I guess I could get that if I chamfered the four vertical edges first, then added a loop near the top, and manually shrank the top face. Any quicker routes?

     

  • Mad_Llama
    Offline / Send Message
    Mad_Llama vertex
    @Justo beveling the side and then the top edges (or the top and then the side edges) would yield the C result. Though there might be a faster way, your suggestion is also on point.
  • Justo
    Offline / Send Message
    Justo polycounter lvl 3
    Oh, that's nice! That reduces the operation to two chamfers. That's better than what I had before, thanks :) 
  • Shinigami
    Offline / Send Message
    Shinigami polycounter lvl 3
    Is there any way to replicate this in max @perna


  • Udjani
    Offline / Send Message
    Udjani vertex
    How can i make this shape?, i could get kinda close to that, but couldn't find a way to get the sharper corners maintaining quads and without pinching. i guess that using more geometry would work, but i feel like is enough, just that i can`t do it. 

    Anyway any tip or how would you approach it would help me!
  • admiralpixel15
    @dchani  This is what I've done with my model before. It's not the best way to approach this kind of shape and I'm pretty sure there are much more convenient way to do this. Hopefully this will be like a guide. 
  • daniel_v
    Offline / Send Message
    daniel_v null
    Hey guys!

    I've asked a very similar question in the beginning of this year but this simple problem still keeps me busy. It would be great if someone here could help me out since I'm not able to find a solution here in the forum. Perhaps someone could even draw a correct edgeflow on my screenshots....
    How can I reduce the pinching in these 2 corners? I would love to have absolutely no pinching in my viewport at all. ;-)

    Thanks!
  • wirrexx
    Offline / Send Message
    wirrexx polycounter lvl 6
    curved and done. 
  • daniel_v
    Offline / Send Message
    daniel_v null
    ok great, so just a bit of speading things should make things work fine? :)
  • nordahl154
    Offline / Send Message
    nordahl154 polycounter lvl 7
    Is there a cleaner way to arrange my wires? I'm sure there is but I'm not visualizing it...



  • Revel
    Online / Send Message
    Revel polycounter lvl 7
    Normally I will avoid having a vertex pole on my control loop so it will create an equal distance.
  • rage288
    Online / Send Message
    rage288 triangle
    Is there a cleaner way to arrange my wires? I'm sure there is but I'm not visualizing it...



    You are creating poles on control loop for the sake of a quadrangular topology, thats quite wrong cause it will most likely create some kind of shading error or noticeable pinching.
    Who cares how the wires look as long as the model subdivides and looks as intended?
    In a case like that piece I would do the following (as long as its Hard Surface and its not going to be deformed):



    It may not look nice in wireframe but the shading is perfect and my bevel on the edges is consistent and pinching-free

    FUCK Quads! :)

    Cheers
  • Pacer
    Offline / Send Message
    Pacer null
    rage288 said:
    Is there a cleaner way to arrange my wires? I'm sure there is but I'm not visualizing it...



    You are creating poles on control loop for the sake of a quadrangular topology, thats quite wrong cause it will most likely create some kind of shading error or noticeable pinching.
    Who cares how the wires look as long as the model subdivides and looks as intended?
    In a case like that piece I would do the following (as long as its Hard Surface and its not going to be deformed):



    It may not look nice in wireframe but the shading is perfect and my bevel on the edges is consistent and pinching-free

    FUCK Quads! :)

    Cheers
    EDIT: ups I quoted both. nvm. idk how to delet it lol.
    Well it's my first post here and I'm actually very new to 3D. But its my approach to that model! 


  • Spunky
    Offline / Send Message
    Spunky polycounter lvl 5
    The grip on this revolver is killing me.

    I've tried probably a dozen times trying to get it. I've mostly been starting with half of a cylinder and strip modeling around the edge...but when I get to that part near the trigger I shit the bed.


    Any tips on how I should approach doing this?




  • hypronost
    Offline / Send Message
    hypronost polycounter lvl 3
    Hi,

    I feel like I'm doing this horribly wrong.
    Is there a better way of getting these angles cut out of a dome while retaining the smoothness of the dome?




  • Bluewake
    Offline / Send Message
    Bluewake null
    hypronost said:
    Hi,

    I feel like I'm doing this horribly wrong.
    Is there a better way of getting these angles cut out of a dome while retaining the smoothness of the dome?

    Here is my take on it. Someone more experienced may know of a better way.
  • Br0ken
    Online / Send Message
    Br0ken vertex
    Shinigami said:
    Is there any way to replicate this in max @perna


    This feature is partially achievable with Skin Wrap and Conform, but in result a whole mesh will be deformed, not bottom only...


    Maybe anyone know a better solution?

    edit:
    Using Blend Distance in Skin Wrap options it's possible to choose nedded-to-deform part of mesh, so result looks nice now.



  • Mossbros
    Offline / Send Message
    Mossbros polycounter lvl 5
    @Spunky
    Sometimes starting with less geo helps, with that many edge loops you may struggle with deforming it to that shape.
    Sure it's possible, but maybe not worth the time if you can do it with less geometry first, then add more later. 

    Not the greatest of examples, but you catch the drift I assume. 



    Get your close to potato approximation, then edit on top, one of many ways.
  • hypronost
    Offline / Send Message
    hypronost polycounter lvl 3
    Bluewake said:
    hypronost said:
    Hi,

    I feel like I'm doing this horribly wrong.
    Is there a better way of getting these angles cut out of a dome while retaining the smoothness of the dome?

    Here is my take on it. Someone more experienced may know of a better way.
    That looks great!
    Thanks a bunch!
  • guitarguy00
    Offline / Send Message
    guitarguy00 vertex
    This is basically the same as the previous question, and has the same answer, only instead of an extrusion you have an inset. Those weird honeycomb shapes you have? Don't do that.
    Thanks. I tried a similar method to the one posted on the previous page and it worked out much better. I still get a tiny bit of pinching on the corners of the inset(horizontally), is this unavoidable?




  • Udjani
    Offline / Send Message
    Udjani vertex
    Whats about the spheres? 

    I was trying to make that shape, the first one kinda get close, but the topology is quite dence, and still have some pinching, for the second one, i was trywing to do with less topology to get more controll, but end up with wrong shape and more pinching. 




    If you want to take a closer look at my two balls they are donw here \/

    Sorry, couldn't resist.
  • wirrexx
    Offline / Send Message
    wirrexx polycounter lvl 6
    dchani said:
    Whats about the spheres? 

    I was trying to make that shape, the first one kinda get close, but the topology is quite dence, and still have some pinching, for the second one, i was trywing to do with less topology to get more controll, but end up with wrong shape and more pinching. 




    If you want to take a closer look at my two balls they are donw here \/

    Sorry, couldn't resist.
    https://www.pinterest.se/pin/166211042476176563/

    https://www.pinterest.se/pin/62768988537719948/

    https://www.pinterest.se/pin/545498573598258711/

    https://www.pinterest.se/pin/490962796864607331/
  • demigodssw
  • demigodssw
    Offline / Send Message
    demigodssw polycounter lvl 2
    Hi guys, I am modeling a star trooper helmet and I am getting some weird shading in the area inside the red circles. I was wondering is there any way to fix it without adding too many addition loops?

  • demigodssw
    Offline / Send Message
    demigodssw polycounter lvl 2
  • Spunky
    Offline / Send Message
    Spunky polycounter lvl 5
    @Mossbros thanks! ill give that shot. I do have a bad habit of piling too much geo on too early.
  • KonradSilver
    I'm trying to get the wholes set into this mesh where the bolts fit into the forearm cover. having trouble making circular cutouts while retaining the surrounding surface quality


  • gfelton
    Offline / Send Message
    gfelton polycounter lvl 3
    I'm trying to get the wholes set into this mesh where the bolts fit into the casing. having trouble making circular cutouts while retaining the surrounding surface quality
    Could you post a picture of the problem area?
  • KonradSilver
    gfelton said:
    I'm trying to get the wholes set into this mesh where the bolts fit into the casing. having trouble making circular cutouts while retaining the surrounding surface quality
    Could you post a picture of the problem area?  


    I have circled where i'm having trouble getting insets without deforming the surface. Using Maya 2017. Thanks!
  • rage288
    Online / Send Message
    rage288 triangle
    @KonradSilver if you plan to bake it later into a low poly I highly recomend using floaters for those details or even painting them into the normalmap or heightmap in substance painter or quixel or whatever

  • serpantin
    Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop.

    So I have this anime figure head I'm recreating (Super Sonico).



    What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the shadow it's in fact a shell-mold and hair is actually modeled around the head. I know the traditional technique of layering disconnected/island meshes:

     

    To get this classic "islanded/feathered" hair look:



    But in case of my anime head hair looks like a one-cut mesh.

    I've modeled a base mesh in 3D Coat (because voxels and such an erratic mesh full of long extrudes):



    And detailed it some:



    And here's what it actually looks like:



    As you can see it's actually a mutilated voxel sphere and not a shell (although I can make it into one with a boolean against the bit blown up head). What I tried were all kinds of stuff finally ending with me creating a spline in the form of parts to cut away which I then scuplted around (moved those in basically).



    Still there's an issue of the end result looking too noisy (also hard to clean up) and not quite like the original.

    Voxel resolution is not the issue here, because I switched to a 4-mil surface/poly mode as soon as base mesh was done and didn't switch back, so there's was enough rez for detailing. I also retopologized the mesh before bringing it to Mudbox for polishing.

    I can FEEL I'm doing it wrong, but for the life of me can't figure out the "right" technique. I WISH I could let it do and go for a feathered look or even try to hide the transition from the hairball into front hair islands, but it would be cheating, no?

    Sorry for a probably stupid request, hopefully I won't get banned for this.
  • serpantin
    Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop.

    So I have this anime figure head I'm recreating (Super Sonico).



    What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the shadow it's in fact a shell-mold and hair is actually modeled around the head. I know the traditional technique of layering disconnected/island meshes:

     

    To get this classic "islanded/feathered" hair look:



    But in case of my anime head hair looks like a one-cut mesh.

    I've modeled a base mesh in 3D Coat (because voxels and such an erratic mesh full of long extrudes):



    And detailed it some:



    And here's what it actually looks like:



    As you can see it's actually a mutilated voxel sphere and not a shell (although I can make it into one with a boolean against the bit blown up head). What I tried were all kinds of stuff finally ending with me creating a spline in the form of parts to cut away which I then scuplted around (moved those in basically).



    Still there's an issue of the end result looking too noisy (also hard to clean up) and not quite like the original.

    Voxel resolution is not the issue here, because I switched to a 4-mil surface/poly mode as soon as base mesh was done and didn't switch back, so there's was enough rez for detailing. I also retopologized the mesh before bringing it to Mudbox for polishing.

    I can FEEL I'm doing it wrong, but for the life of me can't figure out the "right" technique. I WISH I could let it do and go for a feathered look or even try to hide the transition from the hairball into front hair islands, but it would be cheating, no?

    Sorry for a probably stupid request, hopefully I won't get banned for this.
  • Noors
    Online / Send Message
    Noors polycounter lvl 9
    I'm not familiar with 3d coat, but i guess you have a tool similar to zbrush dynamesh ? You can make one continous mesh from multiple separated meshes. The guy here is making a printable figurine, so you can watch the all serie, it's pretty neat. You can find more look at "sakaki kaoru"


    and this aswell, i think it's the same guy.



  • KonradSilver
    can someone help me get a grip on the topology necessary for this lower receiver, using sub-d modeling in maya?
  • MaxHoek
    Offline / Send Message
    MaxHoek polycounter lvl 3
    @KonradSilver yes maybe we can, but please post your attempt before. 
  • KonradSilver
    @MaxHoek excellent, thank you for the heads up. Still trying to get a better feel for the etiquette here.
  • Michael Knubben
    It's literally in the thread title :neutral:
Sign In or Register to comment.