Hi everyone, me again. I just wanted to share with you all something little I'm working on. My girlfriend was talking to me about my modelling telling me I need to diversify my work a bit (I work on cars too much!). So I decided to make something relatively simple but as accurate as possible and get out of the habit of "that will do" and be more in the realms of "yeah, that's pretty much perfect".
Not only is this just something to diversify my portfolio, but to build skills in basic modelling, texturing, lighting and rendering. Please tell me if I'm going wrong anywhere. Crits welcome.
For reference:
Now the reason I have focused on this render is because I would like to see if people think this is the correct topology, the rounded edges are a nightmare to my topology, I have worked them to try and get the cleanest topology I could think of. Is there a better way to have rounded edges (I have Googled this to no avail).
I'm not sure where to start with your Back Panel, but to point out some obvious things...
//Green Outline\\ (1) I'm not saying this is perfect, but in both areas that you have, they look relatively clean straight lines and isn't to cluttered.
//Red Outline\\ (1) But then on the opposite side, it's filled with extra lines and/or slanted. I don't know what your doing, but you've got a lot of unevenness in those parts.
//Orange Outline\\ (1) I just circled a couple of areas that you could merge vertices without losing the form.
Thanks for the feedback, this is exactly what I was looking for in the crit
The reason it goes a bit, well, crap there is because of the edge loops. I had to connect the edges from the connection ports into the circular power port to keep quad topology. Obviously it's getting messier with the more swiftloops that are added. Should I separate that part so I can keep cleaner topology?
I've taken the crit into account and made changes accordingly, thanks everyone
I'll make sure to post another update when I've made better progress (which will probably be once it's textured).
Quick question for now, is there a better way of making the squares that have smooth corners? Chamfering seems to require a lot of cleaning up afterwards to seem efficient.
Also, one other question, in regards to welding vertices together, obviously it creates tris in most instances. Nobody seems to have a definitive answer as to whether a model should contain all quads and hardly any tris, or if it's acceptable for a model to contain quite a few tris in order to keep polycount lower and clean up the topology.
Quads are mostly their for animation or getting clean meshes when you have Subdivisions.
If your model is just a static-prop or isn't required to be animated in any way. Tris won't hurt it, it's just a good habit to keep as much quads instead of Tris so you can apply that methodology for all models.
(Remember that if you try to do Loop-cuts, they won't work to well if their is a Tri in the way, so you have to conscious about where to place them. Practice makes perfect)
Quads are mostly their for animation or getting clean meshes when you have Subdivisions.
If your model is just a static-prop or isn't required to be animated in any way. Tris won't hurt it, it's just a good habit to keep as much quads instead of Tris so you can apply that methodology for all models.
(Remember that if you try to do Loop-cuts, they won't work to well if their is a Tri in the way, so you have to conscious about where to place them. Practice makes perfect)
Makes perfect sense, I'm guessing in an application such as the Xbox One, it doesn't really matter as it's hard surface so wouldn't need to be animated in such a way to distort the mesh. Thanks for the clear answer.
Quick update, I've been a little busy lately with university so haven't had a great deal of time to work on this, but I've been putting in the more complex details when I am working on it. Now, I have just done the Xbox logo and font, however, many of you on here will probably cringe at the topology of it, and that's why I am doing this update. I would really really really appreciate it if someone could provide me with a better way of doing something like this.
EDIT: Also I understand that in a practical situation these kind of details would be textured on, but I'm developing my core modelling skills mainly, so I want to model almost everything.
Replies
I'm not sure where to start with your Back Panel, but to point out some obvious things...
//Green Outline\\
(1) I'm not saying this is perfect, but in both areas that you have, they look relatively clean straight lines and isn't to cluttered.
//Red Outline\\
(1) But then on the opposite side, it's filled with extra lines and/or slanted. I don't know what your doing, but you've got a lot of unevenness in those parts.
//Orange Outline\\
(1) I just circled a couple of areas that you could merge vertices without losing the form.
The reason it goes a bit, well, crap there is because of the edge loops. I had to connect the edges from the connection ports into the circular power port to keep quad topology. Obviously it's getting messier with the more swiftloops that are added. Should I separate that part so I can keep cleaner topology?
I'll make sure to post another update when I've made better progress (which will probably be once it's textured).
Quick question for now, is there a better way of making the squares that have smooth corners? Chamfering seems to require a lot of cleaning up afterwards to seem efficient.
Saves you from many lines going all over the place.
Ex. Shurkuris has on the first picture, if you can by chance just kill of the edge going around somewhere that doesn't disturb the modell do it!
Also, one other question, in regards to welding vertices together, obviously it creates tris in most instances. Nobody seems to have a definitive answer as to whether a model should contain all quads and hardly any tris, or if it's acceptable for a model to contain quite a few tris in order to keep polycount lower and clean up the topology.
If your model is just a static-prop or isn't required to be animated in any way. Tris won't hurt it, it's just a good habit to keep as much quads instead of Tris so you can apply that methodology for all models.
(Remember that if you try to do Loop-cuts, they won't work to well if their is a Tri in the way, so you have to conscious about where to place them. Practice makes perfect)
Makes perfect sense, I'm guessing in an application such as the Xbox One, it doesn't really matter as it's hard surface so wouldn't need to be animated in such a way to distort the mesh. Thanks for the clear answer.
EDIT: Also I understand that in a practical situation these kind of details would be textured on, but I'm developing my core modelling skills mainly, so I want to model almost everything.