You definitely want to try and slightly exaggerate your control loops so that you get a nice normal bake. As DWalker says, it would be good to see your reference so that there is something to compare it against.
Model looks good, but most of the edges are WAY too tight. You won't get great results if you bake with that.
It also looks like there's some distortion in certain places, like on the cylinder.
Model looks good, but most of the edges are WAY too tight. You won't get great results if you bake with that.
It also looks like there's some distortion in certain places, like on the cylinder.
Hey Komokc,
Thanks for the feedback, could you indicate which edges are too tight? If I make the support edges any further from main Edge the corner looks too smooth?
Update!
I have gone over many of the support edges, making them a lot less sharp. Have I loosened the edges correctly?
I have also added some detail to the front of the gun as well as working on a bit of the topology.
Still need to add the small screw hole in the handle, add the small detail on the revolver chamber and the small metal thing on top of the gun; next to the hammer.
Run into a small problem when Adding some detail to the revolver chamber.
I am trying to add this section of the detail
This is what I have done so far.
The topology just doesn't seem like it is as efficient as it could be. I still have to add some support edges but that creates horrible edges in a few different places.
How would I go about Adding in this detail without removing the smoothness surrounding the detail?
Hey guys! Slow progress lately as I have recently got myself a Computer that can support the software I use. Now adding a few extra bits to the high-poly. I am now creating the side hinge that you rotate to release the chamber.
Here is what I am trying to create.
This is what I have so far.
I am trying to create the bumpy texture on the top of it but am not sure how I would go about adding that much detail into such a small space..
You don't model it in, and later when you baked your normals you add it in with Ndo, or the xnormal PS filter, or something similar.
Saves time, and if you decide later on that's to large/big you can easily change it.
And if that picture isn't deceiving me, the shape is off, the side where the screw is is thicker, the part where the pattern is has a curve to it (to put your finger "in" it).
You don't model it in, and later when you baked your normals you add it in with Ndo, or the xnormal PS filter, or something similar.
Saves time, and if you decide later on that's to large/big you can easily change it.
And if that picture isn't deceiving me, the shape is off, the side where the screw is is thicker, the part where the pattern is has a curve to it (to put your finger "in" it).
Thanks Joeriv!
I will change the shape of the object a bit tomorrow, thanks for your help.
The good news is, if you created everything accurate to the stretched image, You can just stretch the reference plane back down along with all the geometry and have things more or less where they need to be.
As for the spot your trying to fix, Would you mind pointing it out? I'm unsure of which spot your trying to tackle.
edit: Derp. its painted in black on a black gun -___-. Next time you might use a brighter color to point out a certain area.
Anywho. I think the key to that spot will be to have the right shape and block out before you start supporting it, and have plenty of geo. Its hard to explain "how" to do it. You kinda just gotta do it. I'll try to model out and example quick and see if that helps.
I think the trigger guard is a bit too thin, looking at your reference. Nice work though, otherwise and like others have said, just watch your edge loops aren't too tight.
Hey,sorry if I didn't read all the thread,I saw you where stuggling to get a good cylinder on page one,so you could try following a tutorial I wrote some time ago,let me look for it...
...here it is (image below)
After you do that,collapse 1-2 iterations of turbosmooth,then you do that extrustion you where trying to do (put an inset first on the poligon where you plan to do the extrusion),support edge & add some more TS,shold do the trick without any pinch
Hey,sorry if I didn't read all the thread,I saw you where stuggling to get a good cylinder on page one,so you could try following a tutorial I wrote some time ago,let me look for it...
...here it is (image below)
After you do that,collapse 1-2 iterations of turbosmooth,then you do that extrustion you where trying to do (put an inset first on the poligon where you plan to do the extrusion),support edge & add some more TS,shold do the trick without any pinch
After you do that
Thank you so much, this is amazing! I feel i can create that chamber with ease now
@Auldbenkenobi I am currently at Stafford University, moving onto my second year in september. Will take another look at the trigger guard.
Coming back to this, I am now creating the chamber like the tutorial above. all is good however im not sure how to add in the extra detail on the side of the chamber.. This is what I have got so far..
it works well however the support edges (which I have welded the end points together) don't "flow" anywhere.. any ideas?
Trying it with etra detail from the start.. Not sure if it will work however.
if you don't want the pinch,you have to close the edgeloops around the cylinder instead of collapsing them into triangles,most of the time.Collapsing stuff is ok when you have a flat surface & tris or ngons don't create any visible distortion since the surface is flat,totally not ok in this case.
Also,quoting my last reply:
After you do that,collapse 1-2 iterations of turbosmooth,then you do that extrustion you where trying to do
that was intended to keep an uniform polygon flow while increasing the polygon density of the mesh, that allows you to put the fine details while minimizing a lot the pich,if you do it correctly you will end up without any pinch:thumbup:
if you don't want the pinch,you have to close the edgeloops around the cylinder instead of collapsing them into triangles,most of the time.Collapsing stuff is ok when you have a flat surface & tris or ngons don't create any visible distortion since the surface is flat,totally not ok in this case.
Also,quoting my last reply:
that was intended to keep an uniform polygon flow while increasing the polygon density of the mesh, that allows you to put the fine details while minimizing a lot the pich,if you do it correctly you will end up without any pinch:thumbup:
I have never really edited a mesh after turbosmoothing it. I will give it a go.
For that it is pretty much indispensable that you are 100% aware about how to use the Constraint option while moving vertex around (edge & face constraint) , it is pretty much the thing that prevents you from screwing a mesh with lot of polygons,if you stick with that you'll be fine.
Also before you proceed,watch this video http://vimeo.com/10941211 ,il will clear up so many doubts about hard surface modeling:thumbup:
Back again! I have now fixed most of the stretched meshes
Was trying to add some small details to the middle of the chamber. When working with the object un-turbosmoothed I couldnt add in all the support edges I needed.
Any idea how I would add in the support edges?
I decided to turbosmooth with 2 iterations then collapse. To add in detail that way. After adding the detail I turbosmoothing twice more, I now have this..
I wouldn't model such small detail. It won't show up in your bakes, so you are wasting your time on little details.
If you want to model it i would suggest to add more sides to the cylinder, so you have more support.
KnechtRuprecht is correct - if you want to model in such details you need to use more geometry in your cylinder to force the shapes. 12 sided cylinders do not have the proper amount of edges to support such modeling work.
Replies
@DannSw What do you mean by exaggerate my control loops? Do you mean to make the curve far less sharp so that when it bakes I won't get hard edges?
Also here is the reference image I am using.
Thanks everyone! will post an update when I have done more and updated what you all said.
How is it looking?
@Thepapercut Thanks!
It also looks like there's some distortion in certain places, like on the cylinder.
Hey Komokc,
Thanks for the feedback, could you indicate which edges are too tight? If I make the support edges any further from main Edge the corner looks too smooth?
I have gone over many of the support edges, making them a lot less sharp. Have I loosened the edges correctly?
I have also added some detail to the front of the gun as well as working on a bit of the topology.
Still need to add the small screw hole in the handle, add the small detail on the revolver chamber and the small metal thing on top of the gun; next to the hammer.
I am trying to add this section of the detail
This is what I have done so far.
The topology just doesn't seem like it is as efficient as it could be. I still have to add some support edges but that creates horrible edges in a few different places.
How would I go about Adding in this detail without removing the smoothness surrounding the detail?
It creates a very unclean Normal map Bake..
Any suggestions?
Here is what I am trying to create.
This is what I have so far.
I am trying to create the bumpy texture on the top of it but am not sure how I would go about adding that much detail into such a small space..
Any ideas?
Saves time, and if you decide later on that's to large/big you can easily change it.
And if that picture isn't deceiving me, the shape is off, the side where the screw is is thicker, the part where the pattern is has a curve to it (to put your finger "in" it).
Thanks Joeriv!
I will change the shape of the object a bit tomorrow, thanks for your help.
Hi Ausernottaken,
Thanks for your feedback and the accompanied image to help get your image across. By "that cylinder" I assume you mean the revolver's chamber?
Thanks again!
I am trying to create this part of the revolver.
This is my current topology, however I think that it is terribly done and cannot think of how I would go about this...
Any help is much appreciated!
stretched (photoshop magic)
"It fits the plane I used"
you mean you put the texture on and it was perfectly displayed on it right ?
Its disorted to fit on the plane actually
As for the spot your trying to fix, Would you mind pointing it out? I'm unsure of which spot your trying to tackle.
edit: Derp. its painted in black on a black gun -___-. Next time you might use a brighter color to point out a certain area.
Anywho. I think the key to that spot will be to have the right shape and block out before you start supporting it, and have plenty of geo. Its hard to explain "how" to do it. You kinda just gotta do it. I'll try to model out and example quick and see if that helps.
old attempt ( was ok but detail lines starting messing things up on the left of the object, as well as the other side of the gun)
New try
Any ideas on how the topology should form? :S
Thanks!
What University are you studying at?
...here it is (image below)
After you do that,collapse 1-2 iterations of turbosmooth,then you do that extrustion you where trying to do (put an inset first on the poligon where you plan to do the extrusion),support edge & add some more TS,shold do the trick without any pinch
After you do that
Thank you so much, this is amazing! I feel i can create that chamber with ease now
@Auldbenkenobi I am currently at Stafford University, moving onto my second year in september. Will take another look at the trigger guard.
it works well however the support edges (which I have welded the end points together) don't "flow" anywhere.. any ideas?
Trying it with etra detail from the start.. Not sure if it will work however.
Also,quoting my last reply:
that was intended to keep an uniform polygon flow while increasing the polygon density of the mesh, that allows you to put the fine details while minimizing a lot the pich,if you do it correctly you will end up without any pinch:thumbup:
EDIT: check this tutorials http://www.polycount.com/forum/showthread.php?t=86882 ,the third/fourth show you that you can do pretty much wathever you want without pinch if you have enough polygons in there
Thanks marcus, you have been great help xD
I have never really edited a mesh after turbosmoothing it. I will give it a go.
Thanks again, will post my results!
For that it is pretty much indispensable that you are 100% aware about how to use the Constraint option while moving vertex around (edge & face constraint) , it is pretty much the thing that prevents you from screwing a mesh with lot of polygons,if you stick with that you'll be fine.
Also before you proceed,watch this video http://vimeo.com/10941211 ,il will clear up so many doubts about hard surface modeling:thumbup:
I have now finally finished the revolver's chamber, it now just needs some small details on the ends but they're easy.
I went back to editing the before-turbosmooth topology but will try hard-surface modelling soon.
Atleast 2 people percieved it as wrong and the check confirmed it as stretched, the images dont lie ; )
I will change the width of the mesh after finishing the main piece.
Was trying to add some small details to the middle of the chamber. When working with the object un-turbosmoothed I couldnt add in all the support edges I needed.
Any idea how I would add in the support edges?
I decided to turbosmooth with 2 iterations then collapse. To add in detail that way. After adding the detail I turbosmoothing twice more, I now have this..
What do you think? Does it look off?
Thanks!
If you want to model it i would suggest to add more sides to the cylinder, so you have more support.