Hey folks. I posted something similar to this a while back, but it was sort of vague and it was a production instance anyway which I solved in a bad way but time saving way.
Now I've returned to doing modeling more often in the last few weeks, and I was hoping I could get some pointers.
I'm using Cinema4D, but the principles are the same, right?
I wanted to model my mouse, the steelseries sensei:
I'm quite interested in modeling smooth curving shapes that meet opposing curves. But it's pretty darn hard. If the process images I post show that I'm too far of of understanding more basic techniques, and should just hold off on this, I can accept that, and I'll put it on hold. But I feel like I'm close.
So, my early 'backup' model that I hope is well set up to move forward with:
If I need to post images of the box I can do that as well.
Here's where I got to the point I thought I should seek help, for lack of success and for fear of fixing it in some bad habit or similarly un-edifying way.
The part thats really messing me up is the cutting curve at the back of the mouse.
I want to be able to properly model the bottom lip of that curve/backpiece as well.
There are multiple issues around all of it, which is why I made a thread for this, rather than ask for instanced help in the 'Model dem shapes' thread.
Any help and guidance would be greatly appreciated!! I'd love a good tutorial video that details much of this kind of topography and have been looking.
Replies
Looking at the original ref, it looks like the mouse comprises of two shells. Try modelling the top part first and then the bottom. Also are you using a mirror modifier as the mouse has bilateral symmetry.
Indeed, the more loops you have to deal with, the harder it gets to have a clean curve. On the second model, you already have too much loops on the side. Also you should stop lines before the topology gets very uneven.
Yeah you have to build it with the 2 separated parts in mind but it's easier to start to build that kind of "intricate" shape in one part.
You could start by drawing over the pic to get the general organisation of your loops.
Try to keep the topology even on curvy parts.
I came to the conclusion last night that I needed to split it up, so I'm glad I was on the right track!
I ended up with this:
I am indeed using a symmetry object.
I noodled on the front bit, and there its interesting how very careful the tension is based on the placement of the vertices, to get a very clean and proper curve to the front, while also having enough loops for that hole.
Also would this have been better suited as a WIP thread in the 3d Showcase? I plan to take it all the way through to a nice final still render (rendering is what I'm actually more interested in).
Still plenty to be done, cord, wheel bumps, environment, but this is really my first fleshed out model. I'm happy :P