Great idea for a thread! I thought I'd take this opportunity to come out of the woodwork instead of just lurking, and give it a go. So... Hi!
My attempt at the bolt. I modelled the entire thing in about 15 minutes, and then spent another hour playing about with the beginning and end of the thread. Still not happy with it, but never mind.
Why not keep this one thread for the rest of the year? Seems pointless to create a new thread every week/month. After a year you'll probably have enough pages / broken links to justify having a new one.
Creating a new thread doesn't help keep it on the first page anymore than posting a new comment does to the old thread, and having multiple threads will inevitably lead to people posting in old and new threads by mistake.
If you can keep up with it every week and make sure you have the hotlinks to the challenges in the OP, then one thread for the year should work just fine.
Why not keep this one thread for the rest of the year? Seems pointless to create a new thread every week/month. After a year you'll probably have enough pages / broken links to justify having a new one.
Creating a new thread doesn't help keep it on the first page anymore than posting a new comment does to the old thread, and having multiple threads will inevitably lead to people posting in old and new threads by mistake.
I'd rather have at least 1 a month. Having to navigate through tons of pages to see the new challenge can be quite time consuming, and having a new thread can help keeping things fresh.
Sure, once a week might be too much, but once a month with links or updates for each week sounds good to me. Maybe he could even secure the first 4 posts to update with each week and keep things easy to read.
I would just keep it in one thread. If it merits splitting up, we can think about that later. I would really like to avoid having 52 separate threads popping up in pimping after a year as people look back at them and comment. That's the sort of thing that would merit a sub-forum, and really I think that would kill it.
One month at a time, or even better one quarter(3 months) would be more reasonable if you don't want a whole year jammed into one thread.
Plus I think generally, a lot of principals will apply to a lot of the challenges, as you do more and more you'll realize a lot of shapes really require the same basic techniques.
Decided to bake the bolt and did something a little different:
I tilted the uv island so that the threading would be straight, reducing aliasing. Not something that you could really do with a larger asset I guess but it seemed to work here. It holds up slightly better at lower mips (Texture res is 512x256) but to be honest it's pretty hard to tell the differenceeven when I'm looking.
I'm glad some other people are into the single thread idea, because that was my original thought. One master source of info pertaining to the challenge. I like that idea the most. Like EQ said, I think we could try it for a few weeks and see how it does, then go from there.
Bek: nice rips man ^^ Turned out good. I want to do mine during lunch today if I have the time.
Tonight I want to settle on the asset, rip it out quick, And make a mock up OP to kick off the new challenge (an update, to the current) and send it around to a few guys. I wonder if its possible to create an invisible thread....
I assume the next challenge is on the 18th, right? I can't wait to start the new one! Hopefully it has 3 ranks like you said and the overall result is a more complex piece so I can spend some more time doing it. It's a great way to practice and it only takes a bit of time here and there
The first week was an exception cause I was excited to start it.
And yes. Currently talking with a few guys about what to do next week it will be more challenging. And hopefully I can break it down into chunks and make everyone happy.
If you start with more geometry on your base cylinder, your curve along that cylinder will be much more uniform once you add support loops. I started with 48 sides, personally.
I updated the post with some examples. Alternatively you can loosen up your control loops a bit, and push them away from the center of that shape, but that will take some trial and error, and will ultimately be less accurate.
Block outs and base meshes are very important to successful geometry. It's always good practice to imagine your topology and issues you might run into before starting to model anything. Maybe even draw it out.
It gets easier to anticipate issues like this the more you model. You'll get the hang of it quick Just keep in mind any curve(like this cylinder) with segments at uneven intervals will result in an interrupted and undesirable shape, Unless you compensate for it. In this case, Its challenging to compensate for it
Here is my shot at latest one.. I couldnt get the glossiness on the render.. =/ (I know its too reflective but if I remove reflectivness its even further from the picture
My take on the advanced model. I don't know why I start with this one. Probably the twisted thing on the screw is scary to do.
Anyway I'll give it a shot now.
Hey guys! Just noticed I modelled the wrong shape! Ach well. Here's the render anyway. Rendered in max and vRay using Bertrand Benoit's test scene. Still need to add the threading etc. I'll upload a more readable finished version and wires soon!
I think keeping the weekly challenges to one thread would be best. Having multiple threads would inevitably be confusing to any newcomers or anyone skimming the posts. It also means less bookmarks to keep up with, and we'd keep all of the hard surface tips and strategies in one place. Plus, a thread with a ton of pages commands a bit more respect and attention.
Along with updating the first post with the current weekly challenge, you could also include what page # the current challenge started on. If you want to be super organized and helpful, you could include the page #s for previous challenges, too. Just keep adding to the list.
Noise/Meshpotato/marcomaryred:Looking good guys, Just keep in mind the width of your edges. Things are looking a little tight at the moment
WDewel: Thanks for the feedback! And that is exactly the plan :thumbup:
TO BE CLEAR: Week 2 has NOT been announced yet. It will be a new, unknown, fresh object for you guys
You did a really nice job though, JamesHodgart, render looks sweet!
What is exciting though is there may or may not be a software giveaway in the future, depending on if you guys keep up the awesome work! So tell your friends, stop lurking and get involved, Model Dem Shapes! You never know, you might win some sweet software in the near future
@s6. Thanks you next time I work with less tight corner. I wanted to see how actually the baking will look. Probably not bad but with AA and mip map involved it can cause some ugly pinch.
The are a bit less thight than in appearance as the screen have a sharpen post process from toolbag 2.
I'm working on next weeks challenge geometry as we speak! It's a good one, You're all gonna have tons of fun next week ^^ It will consume a bit more time, too.
The top of the Bolt is no problem but I have no idea how to finish the thread! So many edge loops to terminate. Mik's for me is perfect. Would love to see the wires
Commador: I wish I had a solid number for you. It was on an off over the week. Really hard to say. Maybe 4-5 hours? That sounds too long, But maybe with all the interruptions and stopping it took that long.
Cammador: Looking good man! A couple tips from my point of view:
First, The DOF on your render is a bit much, and takes away from the model I think. Some portions that are rather close to the camera are blurring out and it makes the render read a little weird. Perhaps pull the Near blur all the way off and back the far up a bit?
Second, It's important to pay close attention to the proportions of the concept. I'd say even my shot at it, I didn't nail crucial proportions, Looking back at it now. It appears like the box shape that is cut into the main cylinder body is a bit too thin atm.
Doing paint overs or visualizing how things relate to each other is usually pretty helpful in getting started with the block out and getting things accurate. This, For example.
Not a perfect Paint over, but I feel it's fairly accurate to what is going on with the object.
The nice thing about working in 3d is that it's really easy to dupe geometry and check pr options like this.
JedTheKrampus: Thanks for joining us! It would be much easier to accurately critique the geometry if you had a less reflective material on it. A Chrome material tends to obscure and hide a lot of common shading errors with geometry Aside from that, it looks pretty nice. I think you may have the same problem as Cammador, And myself, With the width of the rectangular shape.
Replies
https://dl.dropboxusercontent.com/u/27747961/WHSC/WHSC_01_wires.jpg
My attempt at the bolt. I modelled the entire thing in about 15 minutes, and then spent another hour playing about with the beginning and end of the thread. Still not happy with it, but never mind.
And here's the wire.
Definitely going to have a crack at the second object, but that'll have to wait until tomorrow.
Creating a new thread doesn't help keep it on the first page anymore than posting a new comment does to the old thread, and having multiple threads will inevitably lead to people posting in old and new threads by mistake.
I'd rather have at least 1 a month. Having to navigate through tons of pages to see the new challenge can be quite time consuming, and having a new thread can help keeping things fresh.
Sure, once a week might be too much, but once a month with links or updates for each week sounds good to me. Maybe he could even secure the first 4 posts to update with each week and keep things easy to read.
One month at a time, or even better one quarter(3 months) would be more reasonable if you don't want a whole year jammed into one thread.
Plus I think generally, a lot of principals will apply to a lot of the challenges, as you do more and more you'll realize a lot of shapes really require the same basic techniques.
I tilted the uv island so that the threading would be straight, reducing aliasing. Not something that you could really do with a larger asset I guess but it seemed to work here. It holds up slightly better at lower mips (Texture res is 512x256) but to be honest it's pretty hard to tell the differenceeven when I'm looking.
Bek: nice rips man ^^ Turned out good. I want to do mine during lunch today if I have the time.
Tonight I want to settle on the asset, rip it out quick, And make a mock up OP to kick off the new challenge (an update, to the current) and send it around to a few guys. I wonder if its possible to create an invisible thread....
The first week was an exception cause I was excited to start it.
And yes. Currently talking with a few guys about what to do next week it will be more challenging. And hopefully I can break it down into chunks and make everyone happy.
does anyone know how to fix it ?
and it doesn't seem to fix the problem
Good examples:
http://i.imgur.com/8ES1wya.jpg
http://imageshack.com/a/img844/5002/k9zf.png
http://i.imgur.com/UPWQzB7.jpg
http://i.imgur.com/zFOx1Jk.png
Block outs and base meshes are very important to successful geometry. It's always good practice to imagine your topology and issues you might run into before starting to model anything. Maybe even draw it out.
It gets easier to anticipate issues like this the more you model. You'll get the hang of it quick Just keep in mind any curve(like this cylinder) with segments at uneven intervals will result in an interrupted and undesirable shape, Unless you compensate for it. In this case, Its challenging to compensate for it
Its fixable:
https://dl.dropboxusercontent.com/u/499159/edgepull.gif
Make sure you have your spacing right and then pull those end verts/faces in, isoline editing helps here to get it right.
HAHA, boss! i've fixed it
My attempt, I think my threading is a bit too spaced out but have at it and tell me what you think.
Shit matee, polished turds cleaner than that brooooo 8)
********
WIRES
Anyway I'll give it a shot now.
Love the idea of this thread.
Gonna have a go at the bolts tomorrow!
week02Model by ravedonkeyad, on Flickr
Benoit's scene can be found here:
http://bertrand-benoit.com/blog/2012/04/15/materialism-1/
week02Raw by ravedonkeyad, on Flickr
Wires
I'll have a go at the "easy" one tomorrow
wires
My feels, thanks for the um, constructive criticism
Along with updating the first post with the current weekly challenge, you could also include what page # the current challenge started on. If you want to be super organized and helpful, you could include the page #s for previous challenges, too. Just keep adding to the list.
I need to make some change as I'm not totally happy how it turn out.
WDewel: Thanks for the feedback! And that is exactly the plan :thumbup:
TO BE CLEAR: Week 2 has NOT been announced yet. It will be a new, unknown, fresh object for you guys
You did a really nice job though, JamesHodgart, render looks sweet!
What is exciting though is there may or may not be a software giveaway in the future, depending on if you guys keep up the awesome work! So tell your friends, stop lurking and get involved, Model Dem Shapes! You never know, you might win some sweet software in the near future
The are a bit less thight than in appearance as the screen have a sharpen post process from toolbag 2.
Waiting the next challenge.
wire
wire
WIRES
WIRES
wires + flat render
Edit/Update
Wires!
really nice Bolt SsSandu_C!
I'm working on next weeks challenge geometry as we speak! It's a good one, You're all gonna have tons of fun next week ^^ It will consume a bit more time, too.
Bolt A Wireframe
Bolt B Wireframe
Can see areas that could be improved, but I'll take them onto next weeks challenge
Wires here: http://imgur.com/KLs4IAJ
From now on, I will be posting on Fridays as per popular demand, In order to have the weekend to play with it.
Friendly reminder to:
1. DON'T EMBED WIRES! PLEASE, Link them at the bottom of your post
2. Post Shaded Shots so others can accurately asses the geo, In addition to your nice renders, if you so choose.
3. Give feedback! Help other people improve by sharing your opinion and methods on working out the geometry.
If you are rather new to modeling and the overall object is a bit daunting, try one of the smaller portions of the model! Like the following:
Shaded and Wireframes
Out of curiosity, how long did that take you to complete?
ZacD: Glad you approve!
Beauty Shot
Wireframe smoothed
Wireframe unsmoothed
First, The DOF on your render is a bit much, and takes away from the model I think. Some portions that are rather close to the camera are blurring out and it makes the render read a little weird. Perhaps pull the Near blur all the way off and back the far up a bit?
Second, It's important to pay close attention to the proportions of the concept. I'd say even my shot at it, I didn't nail crucial proportions, Looking back at it now. It appears like the box shape that is cut into the main cylinder body is a bit too thin atm.
Doing paint overs or visualizing how things relate to each other is usually pretty helpful in getting started with the block out and getting things accurate. This, For example.
Not a perfect Paint over, but I feel it's fairly accurate to what is going on with the object.
The nice thing about working in 3d is that it's really easy to dupe geometry and check pr options like this.
like Here On Mine, You can see It's a bit too skinny.
JedTheKrampus: Thanks for joining us! It would be much easier to accurately critique the geometry if you had a less reflective material on it. A Chrome material tends to obscure and hide a lot of common shading errors with geometry Aside from that, it looks pretty nice. I think you may have the same problem as Cammador, And myself, With the width of the rectangular shape.