Hi guys, working on a Steampunk gun for my University's weekly modelling challenge.
I am trying to create circular insets on this bent shape.
However i get these horrible pinches eitherway I try to model the cylinders in.
As you can see I have tried two different methods, but both result in pinching.
Any ideas Polycount community?
Replies
My preferred solution is to model the insets on a flat plane and then use a bend modifier to curve the shape.
However if you you do that to a lowpoly and then subdivide it you will still end up with pinching, not as bad as your example, but still pretty noticable.
To deal with that you should subdivide the mesh before you bend it, that will result in a completely clean surface.
Besides, this is two subdivision levels, which is the same that subd preview usually operates in. So think of it as doing the final step a few steps earlier. You really aren't generating any unnecessary geometry.
That being said, that thread is great and I highly recommend that you take a look at it RashedAlmetrami. I've learned a lot from it.
Any post in particular that I should look at?
Will give your method a try.. I do tend to move vertices around a lot. By you intersected cylinders, do you mean you cut the shapes out using boolean?
However, I did not do any manual tweaking of my model. That example was purely an 8 sided cylinder with its cap deleted and extruded out into a square, and then duplicated in an array, merged, and bent. Like you said, mathematically pure.
The difference seems to come from the topology. In my example the edges merge in poles, but you have a configuration where the supporting geo is equidistantly quadded which keeps the edge weight even and prevents pinching.
Mine on the left, yours on the right.
If I use my previous technique with the bend modifier on your topology the results turn out perfectly clean. I'm not sure how easy the intersecting cylinder workflow is in Max, but in Maya it's kind of a pain so I'd say this approach is a good hybrid.
Added more to the gun now, still more needs to be added but this is what I have so far!
What do you think?
What do you think?
I think it looks great, really fun! I would be interested to know the tri count of your low poly 'cause with all those tiny tubes I would still think it would be pretty high! There does seem to be a small issue at the top left of the clock counter - maybe it was intentional but it looks a little strange.
Great work!