Toby3D said:I'm trying to figure out how to make holes in a cylinder with booleans, and I just can't get it to look good. I've been checking this thread, google and a few other places, but I haven't found any solution yet. As you can see, there is some weird shading around the holes. I played around with different cylinders, trying out to change the amount of sides on both the main piece and the boolean, but nothing really changed.
I did play around with hard / smooth edges and giving the whole model hard edges fixes the shading, but of course that isn't a solution since I want it to be a smooth cylinder.
Is my cylinder simply too low? Is there a problem with the topology? Is it perhaps some tension?


wirrexx
#commission work #Calibretto from #BattleChasers #game ready for #3dprint made with #ZBrush and #Maya render with #Keyshot I #3dprint with Flashforge 3D Printer® #adventure3
ArtStation https://bit.ly/3F84BIY
ShinPaburoVIII
Here is a concept of the car that delivers petrol in a post-apocalyptic world. This is a customized truck with mobile gas station and winches on both sides. The idea comes from the movie ‘Mad Max: Fury Road‘. I wanted to create my version of petrol truck, and to make it more mobile and dynamic. After working on various drafts, my final concept appears to be less aggressive than the truck in the movie.
https://www.artstation.com/artwork/B3G6nA
hard nope, we either are able to pay our people or we don't do it ;)
anyways in case someone is wondering, we are still prepping portfolio stuff, and will start posting it after next week, once the gamescom is over.
cheers
Hey Frank, just want to say your topology is always an inspiration. If I'm ever stuck on how something should flow, I am certain to find the answers in your posts!
In your last example, I actually had an similar case with the angled cylindrical boss intersecting flat and curved surfaces last year for a project, this one just had a few more extruding cylinders on the top. Looking at your topology though I see where I may have been able to improve the edge flows of each cylinder. Based on the reference, because this was a real-world object, I did end up filling in more of the top with tris because I couldn't quite make each top cylinder perfectly flow to each other and just time limitations. The project has shipped but it doesn't hurt to touch up previous work for practice and portfolio.
If you had to model this, how might you approach making the main glass body? I had started with polygons but after making the main connections I just wasn't retaining the smooth bevel of the main cylinder body, so I ended up building more of my intersecting cylinders and their connection bevels with nurbs surfaces and converting to polygons. It was kind of round a bout and not ideal workflow, but ended up working for the production.
slrove
@FrankPolygon Awesome, thank you for the detailed and thoughtful response. I did give it a try matching flow between and settled on something with just a little more density, because why not, it could be a hero prop. Your layout for extra edge loops around the main beveled edges is handy for the hi poly version that gets baked. Here were my results: (on the far left was the 1st iteration, then next over is the blocked shapes and topologies, followed by the refined low poly version and its same version without the wireframe and baked smooth mesh)
Just for fun tried to improve the glass shader I had on it in Unity: (left is the original, and right is the new/improved model)
Again, I really appreciate your feedback. These threads are great source of information for resolving so many 3D issues.
slrove
Okay, so I got some time to test Pior's method out and initial results look pretty good.
This was my first attempt so ofcourse we might achieve better results with some iteration. I'll try to make a step-by-step video soon to cover the whole process, but it's pretty simple.
Programs I used:
Affinity Photo - for conversion of original normal map to a curvature map
Marmoset Toolbag 4 - for baking
Results:
top is original model subdivided to about 1.5 million tris, bottom is original model with baked normal map applied (no color map applied, I just wanted to show the normal maps effect in isolation)
Curvature map created in affinity photo from the original normal map
So - no surprise - it's definitely a viable method and not too time intensive. A programmer might even setup an automated solution if the baking could be accomplished in a single application? At the minimum, the convert normal map to curvature steps could be automated into an action - I know photoshop can do that, probably affinity photo can I'd expect.
A tech artist might be able to provide some insight about best ways to handle conversion processes involved here. The first thing I do is convert the .dds format to a .png because affinity photo doesn't recognize .dds. I use marmoset to make the conversion - it just does whatever it does I have no idea.
For the conversion in Affinity from normal to curvature I just followed the steps shown here:
Curvature map from Normal map in Photoshop - quick and easy - YouTube
but it is slightly different in Affinity photo. I had to use the 3d filter rather than emboss, and I just left default settings except for the azimuth/angle. I am sure you could tweak the other values to fine-tune your results.
In Marmoset I subdivided the mesh to about 1.5 million triangles to get a decent result. If you have a slow computer that may be an issue. On my machine it was still an instant bake, so I think subdividing entire characters with very high polycounts may be okay.
Well, like I said I'll try to get a video to cover the step-by-steps tomorrow or ASAP.
Some additional things I'll explore when I have time:
Some AI algorithms to upscale color textures? Would this look good, or just create artifacts?
Apply some subtle microdetail patterns to color map or microsurface maps to give impression of greater detail?
Tweak the curvature map and see how it might effect the subdivided mesh - also if there would be any automation, got to make sure a standardized output is created - i.e. the middle gray value needs to be the same on every curvature map.
Alex_J
Hello Force users !
Here's my take on the N-1 Starfighter, made for the fan project Star Wars - Redemption of course. This one was quite challenging because of its excellent design shapes (to me it's THE one), it was also a real pleasure as always when doing fan art, but especially this one because you can use colors you rarely mix up together (that fresh & rusted yellow...♥)
I didn't model the cockpit because for the demo it was overkill, but that's something I'd like to do one day. References on the lower part near foot pedals are quite hard to find though ^^"
I made it with :
- 3dsMax (Higl/Low/UVs)
- 3DCoat ( Handpaint PBR textures)
- Akeytsu ( Rig/skin/anim)
- Marmoset (Normal/AO Bake/Still & solo renders)
- Unreal Engine 4 (rendering/integration/VFX/blueprint controls...etc)
Hope you'll enjoy this as much as I do =)
Full post here : https://www.artstation.com/artwork/NGzq6q
Vexod14
Hi! Been working on this jungle and wanting to push this more in the right direction, questions and feedback welcome!
There's some breakdowns on my artstation blog as well.
https://www.artstation.com/rhoutermans
https://www.artstation.com/rhoutermans/blog
-Ronald