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perhaps anyone knows why does these problems occur?
perhaps another way to approach modeling this detail?

Replies

  • seandxyz
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    seandxyz polycounter lvl 5
    What is this meant to be exactly, a leaf?
  • DireWolf
    For this sort of shape unfortunately you can't do much but add more and more and more supporting edges. Your poly count was kept low and I understand the urge to keep it low but to hold shapes like this you will need to go denser.
  • Gelatin
    It is indeed a leaf though I am not sure how to model it on the cylinder, I assumed more edges would help but I am not sure how to restart modeling it, if someone could try to model it that would be awesome or at least tell me how to approach it, I used nonlinear bend btw
  • Gelatin
  • Kyle KR
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    Kyle KR polycounter lvl 7
    I would suggest first do that bendy leaf shape on a flat surface, rather than
    straight on the cylinder, make sure that the outline stays in a flat plane.

    When you finished with the leaf shape use a 'bend deformer'(in animation menu)
    to bend it to the cylinder shape so that edges barely intersect with the cylinder,
    and do a boolean union with a nice subdivision edge along the intersection line.

    Make sure the cylinder and leaf has enough geometry before you merge them.
    I'd say at least double your cylinder axis subdivisions.

    That's one way of doing it at least.
  • Bartalon
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    Bartalon polycounter lvl 12
    I've found that in certain situations, 5 sided polygons can do a better job at subdividing than a quad and a triangle. Try cutting out some edges of your triangles to make 5-siders and see if that helps.

    But I would also recommend what other people are saying about modeling a leaf on a flat surface first. You can always bend/shrinkwrap it into position later.
  • Gelatin
    Kyle KR wrote: »
    I would suggest first do that bendy leaf shape on a flat surface, rather than
    straight on the cylinder, make sure that the outline stays in a flat plane.

    When you finished with the leaf shape use a 'bend deformer'(in animation menu)
    to bend it to the cylinder shape so that edges barely intersect with the cylinder,
    and do a boolean union with a nice subdivision edge along the intersection line.

    Make sure the cylinder and leaf has enough geometry before you merge them.
    I'd say at least double your cylinder axis subdivisions.

    That's one way of doing it at least.

    I did not really understand how to use the boolean, I did bend a plane, thats how I made the current model, if you could share some pics, just to explain the basic workflow that would be amazing :D
  • Drew++
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    Drew++ polycounter lvl 14
    Gelatin wrote: »
    I did not really understand how to use the boolean, I did bend a plane, thats how I made the current model, if you could share some pics, just to explain the basic workflow that would be amazing :D

    Subdivide the plane a LOT more before bending it. Not afterwards. :P
  • Kyle KR
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    Kyle KR polycounter lvl 7
    Hmm, I guess I should have explained it, boolean is a tool in Maya used for merging two objects together.
    It's located in Mesh-->Booleans-->Union

    This video actually explains it very well, should also help with your bumps you were having on your cylinder so watch it all. [ame]https://www.youtube.com/watch?v=7qe2MWrXGHo[/ame]

    Hope it helps

    Oh and you could also model the whole leaf thing on a flat plane, and then just bend it all to a cylinder, instead of modeling them separate and THEN merging leaf to cylinder. This might be the easiest way to go about it.

    Also have in mind that Google/Youtube is your friend when it comes to answering these kind of questions
  • Gelatin
    Drew++ wrote: »
    Subdivide the plane a LOT more before bending it. Not afterwards. :P
    http://prntscr.com/81ii39
    It worked!
    The solution was indeed to subdivide the shit out of it before bending it, thank you :D
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