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Sketchbook: Frank Polygon

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FrankPolygon
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FrankPolygon high dynamic range
I'll be using this sketchbook thread as a place to warehouse write-ups that wouldn't really fit anywhere else. Most of the content will cover concepts and fundamentals related to hard surface modeling with some broader commentary on the creative process.

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  • SnowInChina
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    SnowInChina interpolator
    yo frank, freaking beast
    need to read this later, happy new year to you
  • LaurentiuN
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    LaurentiuN interpolator

    Amazing breakdown man, your modeling/baking/texturing is top notch!

  • Alex_J
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    Alex_J veteran polycounter

    Fantastic breakdown. Now that's "paying close attention to detail."

  • FrankPolygon
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    FrankPolygon high dynamic range

    @LaurentiuN Thanks! Usually find that texturing isn't as fun as modeling but having clean bakes does make it a lot more enjoyable.

    @Alex_J Thank you. Always trying to push quality and efficiency. Ironically some of the write ups take longer than the production work.


    Currently working through a very brief overview of the modeling, unwrapping and baking for this project. After that the intent is to work through posting the back log of modeling write-ups from mentoring and some other thoughts about texturing and game art in general.

  • RRRabbit

    Thank you so much!!! Your article and cases helped me a lot, wish you a happy life!

  • sacboi
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    sacboi insane polycounter

    Per usual, knocked my socks off 😀

  • wirrexx
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    wirrexx ngon master

    Agree with Sacboi, you are just *bows down*

  • FrankPolygon
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    FrankPolygon high dynamic range

    @RRRabbit Thanks for the comment! Glad the write-ups were helpful.

    @sacboi Thanks! It was a bit shorter and took longer than expected but happy to hear it was on par with the previous write-ups.

    @wirrexx Thank you, really appreciate your support and contributions to the how do I model this thread.


    Upcoming content: Next few posts will be a mix of visual process breakdowns for hard surface shapes, along with some additional thoughts on other art processes.

  • KebabEmperor
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    KebabEmperor triangle

    frankpolygon is a higher being, we can just sit back and admire his work.

  • tatertots

    Thank you for another awesome write-up, Frank. So informative, and it's really great to be reminded to use modifiers and procedural geometry as much as possible to make the work easier. Thanks for that! You inspire me to do some more hard-surface modelling. Soon as my bad monster-sculpt is finished xD

  • FrankPolygon
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    FrankPolygon high dynamic range

    @KebabEmperor Thanks for the kind words. Just comes down to making a lot of sample models and sharing the results.

    @tatertots Thank you and you're welcome! Glad to hear that these posts encourage artists to continue exploring subdivision hard surface modeling.

  • wirrexx
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    wirrexx ngon master

    Frank As I am getting more custom to Blender, would you mind if you have the time, to show the second process with a video. One of the thing I found i have a hard time with blender, is trying to match segments. This due to Blender breaking the ability to adjust segments when an item have been moved.

  • KebabEmperor

    That's why you use modifiers like Screw, Bevel and Radial Array. Modifiers are non-destructive, you can adjust values anytime you want and it makes trying & failing easier.

    With experience, you will get to know how many segments you need for details depending on their scale, visibility, etc.

  • wirrexx
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    wirrexx ngon master

    that's not the issue for me, I come from 3ds max bg. Adjusting a primitive when rotating and moving is very easy. In Blender I have to use modifiers that need to be on the right axis from the get go to actually make that work. Rotating them makes them change shape sometimes, and that is something I am not used to.

  • wirrexx
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    wirrexx ngon master

    really apprecaite you going over and beyond for me! Thank you once again for taking care of the community.

  • sacboi
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    sacboi insane polycounter

    "Most of the modifiers in Blender inherit a transform orientation that's based on the object's stored rotation. Managing this, along with object origin points, does add another layer of complexity but also provides flexibility in how things can be setup. Transforms in object mode can be stored and reset but the same operations in edit mode cannot, since they are directly changing the mesh. So, it's often helpful to keep the object's transforms zeroed out to match the global values. Depending on the follow up questions this topic could become it's own write-up or video."

    Indeed succinctly put, had struggled with this very issue for some time when first starting out so similarly curious in your approach.


    @wirrexx

    "really apprecaite you going over and beyond for me! Thank you once again for taking care of the community."

    +1

  • wirrexx
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    wirrexx ngon master

    @FrankPolygon yeah i dont lurk here.. just happened to turn the webpage on! :D Thank you

  • wirrexx
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    wirrexx ngon master

    ok just watched it. MIND F***ING BLOWING! thank you

  • Fabi_G
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    Fabi_G interpolator

    Very nice video, thanks 👍️

  • sacboi
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    sacboi insane polycounter

    @FrankPolygon

    Awesome, appreciate the time and effort spent on describing your workflow with that accompanying vid which I think clarifies quite nicely reasoning behind each operation in more detail when utilizing a non destructive subd workflow. Certainly in my humble opinion a efficient time performant process that I'll look further into potentially applying for an upcoming personal project - thanks again for sharing.

  • RocketAlex
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    RocketAlex polycounter lvl 5

    I wish I'd spotted something like this thread long ago. This could be used as a modelling book lol. Awesome works. 😯

  • tatertots

    Awesome video, Frank! So good to actually see the process with the modifiers, that you're using to sub-d model efficiently. It's one thing to know you should use modifiers, but another to actually see them being applied in a workflow and seeing how you can actually use them to their fullest.

  • Oreazt
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    Oreazt polycounter lvl 7

    If you're taking requests for videos, I've been pretty stumped trying to figure out how to do pic 5 and 6 of the pistol in this post.

    https://polycount.com/discussion/comment/2731641/#Comment_2731641

  • itaibachar
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    itaibachar polycounter lvl 8

    This is awesome education!

    I have a question, regarding the :

    Modeling process 2 (≈ 3-5 individual operations.)

    • Fill half cap - 2x.


    How do I fill the gap of these uneven edge loops?

    A 'Fill' command doesn't work.

    Thanks!

  • FrankPolygon
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    FrankPolygon high dynamic range

    @tatertots Thanks! Appreciate hearing how the video was helpful. Figuring out when it makes sense to use modifiers, instead of directly editing the mesh, is definitely one of the challenges to incorporating them into an existing modeling workflow.

    @Oreazt Sketching shape profiles with flat primitives is something that will be covered in at least one upcoming write-up and that will probably get it's own video as well. Depending on how long it takes to make that content, I will look at making a shorter video covering the process used in that previous example and tag you when the video is available.

    @itaibachar Thank you. The exact process for creating faces between edges and closing non-manifold shapes varies based on the application. When using Blender there's a few different operations that can be used. Each behaves differently so it may be necessary to only select half of the edges for the tool to recognize the open area of the shapes.

    Additional documentation for these types of tools can be found in the manual:

    https://docs.blender.org/manual/en/latest/modeling/meshes/editing/face/fill.html

    https://docs.blender.org/manual/en/latest/modeling/meshes/editing/vertex/make_face_edge.html

    https://docs.blender.org/manual/en/latest/modeling/meshes/editing/edge/bridge_edge_loops.html

    https://docs.blender.org/manual/en/latest/modeling/meshes/editing/face/grid_fill.html

  • itaibachar
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    itaibachar polycounter lvl 8

    Thank you for taking the time to reply and explain so much!

    I actually work in Maya, but trying to learn the concepts as you show them.

    Cheers!

    itai

  • itaibachar
  • FrankPolygon
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    FrankPolygon high dynamic range

    Subdivision sketches: miscellaneous cylinder topology.

    These are a few examples of simple topology layouts that use segment matching to resolve shape intersections on curved surfaces. Only the key loop paths are shown, to simplify the presentation, and the n-gons could be resolved to all quad geometry using grid fill or manual loop cuts. Most of these shapes can be created with basic modeling operations. So this post is just a test for smaller pieces of content that don't require a lot of explanation. The next couple of posts will be the usual long form write-ups.

    Angled cylindrical boss intersecting both flat and curved surfaces.

    Toroidal section with intersecting cylinder.

    Chamfered cylinder with rounded boss.


  • slrove
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    slrove polycounter lvl 3

    Hey Frank, just want to say your topology is always an inspiration. If I'm ever stuck on how something should flow, I am certain to find the answers in your posts!

    In your last example, I actually had an similar case with the angled cylindrical boss intersecting flat and curved surfaces last year for a project, this one just had a few more extruding cylinders on the top. Looking at your topology though I see where I may have been able to improve the edge flows of each cylinder. Based on the reference, because this was a real-world object, I did end up filling in more of the top with tris because I couldn't quite make each top cylinder perfectly flow to each other and just time limitations. The project has shipped but it doesn't hurt to touch up previous work for practice and portfolio.

    If you had to model this, how might you approach making the main glass body? I had started with polygons but after making the main connections I just wasn't retaining the smooth bevel of the main cylinder body, so I ended up building more of my intersecting cylinders and their connection bevels with nurbs surfaces and converting to polygons. It was kind of round a bout and not ideal workflow, but ended up working for the production.


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