Modelling in Maya can be a bit of a pain compared to Max or MODO but these are a few things I picked up that help
There are a couple of really useful "tools" that aren't first apparent in Maya, one of which is the Slide Edge tool under the Edit Mesh menu
Once clicked you can select an edge to slide your Vertices, Edges or Faces along using the middle mouse button.
Set to Edge is another handy function that you can find by double clicking on the "Move" transform button on the left hand side.
Just select an edge/vert/face you want to move, then hit "Set to Edge". This then prompts you to select the edge you want the axis to constrain to . Just remember and reset the tool afterwards to correct the Axis'.
Also, remember you can create a duplicate instance that mimics Max's symmetry modifier.
Lastly, selecting a vertex on one object and holding "V" will allow you to snap that vertex to another piece of geometry's vertex.
After selecting your vertex and holding "V", just click the middle mouse button over another objects vertex and watch it go! It's perfect for setting your your eight sided circle templates onto your faces.
I don't know if you know these already, but maybe someone can find out some useful stuff
Uhm... should we just make the 'clean' version of this, or go all the way and bring it to ZBrush, etc...? For now I'll just make the 'clean' version, anyway...
When I first started this one I started with the rectangle insert part and then placed a 12 sided cylinder. After a lot of testing I realized I didnt have enough geometry and was making a mess.
I decided to work a 32 sided cylinder which gave me enough to work with.
This was a lot harder but I have learnt a bit more about polygon flow and the benefits of adding more geometry to play with.
Just a small request could S6 or anyone else give the names of the objects, I'm just guessing what they are are at the minute.
Just a small request could S6 or anyone else give the names of the objects, I'm just guessing what they are are at the minute.
On to week 3!
To the best of my knowledge,
week 1: bolt and some kind of shaft bearing
week 2: rotary vane air pump with intake filter
week 3: flange plate bearing
week 4: cast boat window
EDIT: James, Check the spacing on your screws. The count is correct, but they should be evenly spaced around the face. The three on the bottom are too close.
EDIT: James, Check the spacing on your screws. The count is correct, but they should be evenly spaced around the face. The three on the bottom are too close.
Thanks for the names, I just been naming them Week 3 and so on.
As for James, I found by using a 50 sided cylinder and extruding back 3 faces/7 face gap will get you close to the correct proportions. I find it very crucial to do a little math before tackling on these challenges (I think I spend more time planning then I do modeling).
*Side Note: Mirroring Week 2 is a bit complicated as it can throw off your measurements so be-careful. I noticed you may have mirrored this*
When I first started this one I started with the rectangle insert part and then placed a 12 sided cylinder. After a lot of testing I realized I didnt have enough geometry and was making a mess.
I decided to work a 32 sided cylinder which gave me enough to work with.
This was a lot harder but I have learnt a bit more about polygon flow and the benefits of adding more geometry to play with.
Just a small request could S6 or anyone else give the names of the objects, I'm just guessing what they are are at the minute.
On to week 3!
I love the screw heads how did you do that. do you know any tuto for that
Not perfect by any means, but I start a new job on Monday and have to learn Cinema 4D. I never used C4D before so this was good practice to learn where all the buttons are.
commador Thanks for the list. Yeah as soon as you mentioned it I was like damn. Now its just niggling at me. May go back and adjust it before putting it up on my portfolio.
AlexRodriguez The more complicated the more I just stare at the concept and imagine a wire frame.
Yes I did mirror a bit on week 2, I will keep this in mind. I tend to do it if something is particularly complicated to do and I want the lines to flow exactly the same and I have complete edge loops going around (if you get what i mean)
aferalva6 Thank you, here is a Link for a unsmoothed wire frame of the screw head for you. Its alot easier showing you that then explaining. I did try and do it with half of the edges but it wasnt working. 24 seemed like a good number to use.
This thread is great for helping me learn MeshFusion. :P I won't post wires because it's not really in the spirit of the thread, but I'll share results...
Not totally happy with some of the shapes on this but I got tired of noodling with it, so:
Finally I 've finished took a while but I am happy with the result any comments will be very grateful.
I dont use beveling just I use edges to get nice edges. would that give me troubles if I want to bake in a low poly?.
JamesMeader :thank you for the picture, now I got it. Kazperstan: looks very nice not to much to say, maybe proportions are a little bit off but I am just been picky. commador : lovely render specially the glass effect 4f6f3b: not bad if you are using a program for the first time WarrenM you got the shape right but it looks like it has to much beveling specially next to the screws
WarrenM you got the shape right but it looks like it has to much beveling specially next to the screws
Yeah, and I see now that I completely whiffed the 2 lower handles with the hex bolts in them. Yikes. That's not even close to what it's supposed to be ... heh.
In Toolbag 2, when you make a transparent material, you can add a secondary reflection. In the drop down for that property, select "newtons rings" and just play with the sliders until you get something you like.
JamesMeader: I did the same thing of duplicating to maintain symmetrical results, this ended poorly as my measurement where very thrown off like as you experienced. Think I ended up with 4 instead of 5 until I had to restart.
Took me almost the whole day but was able to accomplish the challenge. The proportions were a tad bit off as the reference wouldn't line up for me just the way I wanted.
Commador: Thanks for getting yours up although I never looked at your wires your model really helped in figuring out what to do to the underside. I added my own variation of how I believe it clamps.
Well, to be honest, no ones attempt so far is "flawless". That's not to say I can do any better, Or they are bad, my point is: You can always make something better. You can take a simple object and go into more detail than you usually would, Or have more continuous topology than you normal would.
(This isn't targeted directly at you, It's a general point.)
Just because you can recreate this object and recognize the end result doesn't mean it was done well, Or to the best of your ability.
Additionally a big reason why I choose this object is so people could move into baking the High poly, and texture it. I know it's a hard surface modeling challenge, but the quality of the high poly directly effects the final in-game result.
Perhaps next wee will be more challenging. I plan on bouncing around in difficulty. Some weeks fairly easy, Some weeks fairly hard. To keep things interesting and non repetitive (in theory) and give different people different opportunities to jump in and model.
And, I'd like to add this: I don't know if you tried to model it, but, personally, when I looked at the reference, it looked fairly simple to do.
But then, reproducing it and respecting all the details\proportions was not that easy. In fact, I wasn't able to do it with 100% accuracy
Not sure what was meant by the challenge being much harder (to easy Age22), but at the end of modeling this week challenge I can say this was the hardest of all the past weeks. I noticed atleast a 30% increase between difficulties from the past week.
Great idea to bad I had already finished threw something together really quick. The base workflow is there, as you can see I did mine mainly based of a 8 sided cylinder cut in half.
But Jurrasic your workflow is great, would keep this in mind for next model.
Specifically the part where you went from polystrips to the block shape.
I never use polystrips but have always wondered in what application it should be used.
Oh, I see. Personally I use polystrips, because I find it easier to work on a 2D shape instead that a complete 3D mesh as long as I'm planning the topology and proportions. So, I keep it "2D" as long as possible.
Wk02 Done! Definitely found this one a bit more challenging than wk01 but it was fun. Lots of interesting shapes and edge flows to puzzle through.
I think that's a great idea to share workflows as we all go through these. I'll have to try and document my stuff through the various stages on the next one.
And nice render JurassicPerk! I think you could tone down the noise a bit on the wood grain, but I'm digging the rest of it
Replies
Shaded:
Unsmoothed wire
Smoothed wire
Beauty shot.
3ds Max clay render.
The smoothed and unsmoothed wireframe here.
Modelling in Maya can be a bit of a pain compared to Max or MODO but these are a few things I picked up that help
There are a couple of really useful "tools" that aren't first apparent in Maya, one of which is the Slide Edge tool under the Edit Mesh menu
Once clicked you can select an edge to slide your Vertices, Edges or Faces along using the middle mouse button.
Set to Edge is another handy function that you can find by double clicking on the "Move" transform button on the left hand side.
Just select an edge/vert/face you want to move, then hit "Set to Edge". This then prompts you to select the edge you want the axis to constrain to . Just remember and reset the tool afterwards to correct the Axis'.
Also, remember you can create a duplicate instance that mimics Max's symmetry modifier.
Lastly, selecting a vertex on one object and holding "V" will allow you to snap that vertex to another piece of geometry's vertex.
After selecting your vertex and holding "V", just click the middle mouse button over another objects vertex and watch it go! It's perfect for setting your your eight sided circle templates onto your faces.
I don't know if you know these already, but maybe someone can find out some useful stuff
Picked an object with a bit more material definition, So people can have a bit more fun texturing if they choose to
Wireframe
When I first started this one I started with the rectangle insert part and then placed a 12 sided cylinder. After a lot of testing I realized I didnt have enough geometry and was making a mess.
I decided to work a 32 sided cylinder which gave me enough to work with.
This was a lot harder but I have learnt a bit more about polygon flow and the benefits of adding more geometry to play with.
Just a small request could S6 or anyone else give the names of the objects, I'm just guessing what they are are at the minute.
On to week 3!
To the best of my knowledge,
week 1: bolt and some kind of shaft bearing
week 2: rotary vane air pump with intake filter
week 3: flange plate bearing
week 4: cast boat window
EDIT: James, Check the spacing on your screws. The count is correct, but they should be evenly spaced around the face. The three on the bottom are too close.
Thanks for the names, I just been naming them Week 3 and so on.
As for James, I found by using a 50 sided cylinder and extruding back 3 faces/7 face gap will get you close to the correct proportions. I find it very crucial to do a little math before tackling on these challenges (I think I spend more time planning then I do modeling).
*Side Note: Mirroring Week 2 is a bit complicated as it can throw off your measurements so be-careful. I noticed you may have mirrored this*
I love the screw heads how did you do that. do you know any tuto for that
Wires: http://i.imgur.com/AM80Z5I.jpg
last weeks, but messed up the squareness
Wires
I will probably start working on it tonight.
Wires here.
AlexRodriguez The more complicated the more I just stare at the concept and imagine a wire frame.
Yes I did mirror a bit on week 2, I will keep this in mind. I tend to do it if something is particularly complicated to do and I want the lines to flow exactly the same and I have complete edge loops going around (if you get what i mean)
aferalva6 Thank you, here is a Link for a unsmoothed wire frame of the screw head for you. Its alot easier showing you that then explaining. I did try and do it with half of the edges but it wasnt working. 24 seemed like a good number to use.
Not totally happy with some of the shapes on this but I got tired of noodling with it, so:
Wireframe
On to week 4!
I dont use beveling just I use edges to get nice edges. would that give me troubles if I want to bake in a low poly?.
JamesMeader :thank you for the picture, now I got it.
Kazperstan: looks very nice not to much to say, maybe proportions are a little bit off but I am just been picky.
commador : lovely render specially the glass effect
4f6f3b: not bad if you are using a program for the first time
WarrenM you got the shape right but it looks like it has to much beveling specially next to the screws
Nice, how you make those Glas Effect?
In Toolbag 2, when you make a transparent material, you can add a secondary reflection. In the drop down for that property, select "newtons rings" and just play with the sliders until you get something you like.
Smoothed \ Unsmoothed
Wires
Took me almost the whole day but was able to accomplish the challenge. The proportions were a tad bit off as the reference wouldn't line up for me just the way I wanted.
Commador: Thanks for getting yours up although I never looked at your wires your model really helped in figuring out what to do to the underside. I added my own variation of how I believe it clamps.
Wires Closed
>> Wireframes <<
Edit: had some time to improve the render.
Which program did you use for this nice render? C,c
Thanks, guys
These were done with Vray for 3Ds max. For the lighting I've used hdr light studio.
Just curious if the edges are a render effect or sub-D effect.
Regardless, Great render. Nice modeling
Nice eye, s6
When I model, I use fake "sub-d" in max, to avoid making many edge loops around borders. That's why it looks like that in the middle image.
(This isn't targeted directly at you, It's a general point.)
Just because you can recreate this object and recognize the end result doesn't mean it was done well, Or to the best of your ability.
Additionally a big reason why I choose this object is so people could move into baking the High poly, and texture it. I know it's a hard surface modeling challenge, but the quality of the high poly directly effects the final in-game result.
Perhaps next wee will be more challenging. I plan on bouncing around in difficulty. Some weeks fairly easy, Some weeks fairly hard. To keep things interesting and non repetitive (in theory) and give different people different opportunities to jump in and model.
Sorry to disappoint this week
And, I'd like to add this: I don't know if you tried to model it, but, personally, when I looked at the reference, it looked fairly simple to do.
But then, reproducing it and respecting all the details\proportions was not that easy. In fact, I wasn't able to do it with 100% accuracy
Here's mine: https://dl.dropboxusercontent.com/u/1264057/Repository/Polycount/Weekly/Res/week4_workflow.gif
Modeling Workflow
Great idea to bad I had already finished threw something together really quick. The base workflow is there, as you can see I did mine mainly based of a 8 sided cylinder cut in half.
But Jurrasic your workflow is great, would keep this in mind for next model.
Thats some hybrid workflow you've got going there man, do you use any plugins for max to achieve some of those steps?
Hi Mossbros, I don't use any plugin, but now I'm interested into know what part of the .gif made you think that?
All of my renders were taken with Viewport 2.0.
Smoothed/unsmoothed wires
Bonus 'low-poly' version (without additional edges for smoothing)
Specifically the part where you went from polystrips to the block shape.
I never use polystrips but have always wondered in what application it should be used.
Oh, I see. Personally I use polystrips, because I find it easier to work on a 2D shape instead that a complete 3D mesh as long as I'm planning the topology and proportions. So, I keep it "2D" as long as possible.
Wires.
I think that's a great idea to share workflows as we all go through these. I'll have to try and document my stuff through the various stages on the next one.
And nice render JurassicPerk! I think you could tone down the noise a bit on the wood grain, but I'm digging the rest of it
Wires: smoothed and unsmoothed
And the render
Hey Frezno, thanks I'll definitely try to fix the wood.
Great entry for week2, by the way! Love the clean style of the render too.
going to loosen up the edges and unwrap it tomorrow and add the screws :poly142: