Just made it after lunchbreak really quick, but this should work, use the cut tool and done basiclly , ill include the obj. Topology is not the best ever and edges are a bit tight but you get the idea, hope it help!
Soooo.. have real problems with this mesh. have no real clue how to solve it.
if someone could point me in right direction i would be a happy puppy.
This one feels like its beyond saving but not really sure.
Soooo.. have real problems with this mesh. have no real clue how to solve it.
if someone could point me in right direction i would be a happy puppy.
This one feels like its beyond saving but not really sure.
what's the problem? Does the HP smooth bad? do you get pinches? etc etc. Main reason i'm asking it's because, if this i a hp which you will bake down, if it smooths good move on. Are you getting pinches? are we getting close to the object to see the small pinches?
Make the main shape without any indents or extrudes. Later on, add the Second biggest shapes (make them floaters for now to see how many edges will be needed).
So, 1.
Big shapes first (Use as few edges as possible, remember 3 verts is all that you need for a smoothed shape)
2. medium shape (if you don't have enough geo, turbosmooth once or equilant in maya)
3. Small shapes (turbosmooth once again if geo is not enough)
I'll give you superb ex. ALL OF THEM ARE FROM PERNA
Line up your pieces before you go at it, basically block out!
thx Wirrexx. really new to the concept of high poly modelling and trying to wrap my head around it.
when i smooth it i see i dont have to mutch in case of pinching, but i have problem with my edge flow not sure how to fix the edges not running around the whole mesh. But that just noob stuff and ill watch the clips and see if i get any wiser.
Having so much trouble with this, chamfer just give bad results (both "tri" and "quad" chamfer).
This will be a high poly for a game res version, and analyzing the CSGO model, it appears that this is a separated part, but from the side it looks so good, so I am not sure.
Also, the shapes pointed with an arrow, it is better to make them part of my main mesh or just model them as separated objects ?
If I make it separated, how to get this "welded" look ?
You seem to have the parts the arrows point to covered, though I would go with softer transitions there, a bit smoother corners, as in your reference. Other than that, I think noosence used the right approach. No need for such heavy chamfering, just a few control edges that are easier to ...well... control.
Thanks guys, I think I got it.
Actually this shape is a bit tricky (for me anyway), because you have to match the roundness on the side and on the back part.
With a CAD software or meshfusion
Honestly sometimes i'd like to learn that kind of soft for mechanical stuff. Pretty sure it'would be straightforward for that shape.
With subd, you could have something looking good enough, but you would never maintain a perfect sphere.
I'll try to give it a shot. Shinigami topo looks good to me, except the sphere is bit squarrish.
I'd go with a hp sphere and booleans, then retopology on top.
Blue part beeing the only part needed to be modeled.
first of all i would run that image through shoebox by RenderHJS to create a planar version of it. Then i would just trace it. The shape of the door is pretty simple actually. Just create the baseshape, make sure it has enough support geo and then cut our the windows
Hello there, I am modeling master chief's helmet but i'm stuck at the visor, how would you do to have these nice sharp lines on a rounded surface without having pinching ?
Hey folks, I can't seem to get rid of a little bulge in this top edge that is resulting in the dirt shader acting funny. how would i get this to subD properly?
Model:
Render of it:
SubD wire:
SubD wire(Side with bulge issue showing):
Wire:
I've tried a bunch of things, someone here pleaaaase help. Thanks in advance!
Hello there, I am modeling master chief's helmet but i'm stuck at the visor, how would you do to have these nice sharp lines on a rounded surface without having pinching ?
@jeffbriant: try moving the edges indicated in red to the positions indicated in green, and remove the yellow edgeloops completely, or at least move them upward.
Check if you have hard edges too, if you are not sure press U~N (Phong Break Selection), they will be highlighted in dark blue, or just select all edges, RMB and select "Unbreak Phong Shading".
Can't you just use a geosphere? Or put a vert in the middle of each of your hexagons, and scale up slightly? Or bevel outward a bit, then collapse the face to a point...
@Shinigami
That is a default primitive in blender, called an icosphere
(icosahedron is the technical term),
anyways if you put a vertex in the middle of each hexagon and then make the entire mesh more spherical. (I use blender so I'm unfamiliar with other programs' terminology.)
Hey, I have run out of ideas how to model the main shape of this helmet. I really cannot figure out how to make these holes in the main part. Any help appreciated. Thanks!
I gotta keep this no higher than 350 tris and I'd really like to add a couple more edge loops. I feel like that geometry around the pommel is looking kinda naughty and am wondering how y'all would rearrange it to conserve space? Or is it fine and I shouldn't worry about it? (I'm at 346 tris if the image is unclear) I've been staring at it so long trying to keep under 350 tris everything in my life feels like it has to meet those qualifications, too. I feel very uncomfortable typing this because my mind is assuring me that I've typed more than 350 tris worth of words. I think it's time to go to bed.
I don't see a reason to keep those edge loops going through past the handle on the low poly model. Remove them and use to round out the ring at bottom.
Hey, I have run out of ideas how to model the main shape of this helmet. I really cannot figure out how to make these holes in the main part. Any help appreciated. Thanks!
Hi, do booleans + cleanup eachtime after. there's no magic, you see a hole you juste cutin the hole in.
I gotta keep this no higher than 350 tris and I'd really like to add a couple more edge loops. I feel like that geometry around the pommel is looking kinda naughty and am wondering how y'all would rearrange it to conserve space? Or is it fine and I shouldn't worry about it? (I'm at 346 tris if the image is unclear) I've been staring at it so long trying to keep under 350 tris everything in my life feels like it has to meet those qualifications, too. I feel very uncomfortable typing this because my mind is assuring me that I've typed more than 350 tris worth of words. I think it's time to go to bed.
Well if its nasty trough the player view you have bad distribution of your tris,
think about it, you have to detail as much as possible the areas near the player eyes, if i was you, i would remove some loops of the curvature of the pommel make it x sides, now i will introduce some triangles on the ring at the bottom to be able to add more geo where needed, then smooth normals to see the result.
modeling helmets was always hard for me since it only has a curved surface, that means distribution needs to be clean as well as geometry. I'll try though
I am looking forward to.
I have cut holes in objects before but never cut uneven hole into uneven object. First time modeling this helmet, I used sphere and tried to get that surface right. Figure out that this does not work for me. Now I made 4 planes for each side with small amount of polys and tried to make them work. What I came up with is this. Still no idea how to make these holes. Based on reference picture, I am not even sure if those holes are all with same size. I am most likely going to try boolean. Any help welcome!
I would have subdivided by smoothing groups and then cut the details in with the extra geometry. On curved surfaces you generally need more geometry to support details since it defines the shape better. Do this once you're certain the base-mesh is complete.
Another option is to create the base mesh and details you want to cut in, much like booleon objects and then subtract them in ZBrush. This way you can re-import the model and retopologize over the surface. There's a few ways of doing it.
I would have subdivided by smoothing groups and then cut the details in with the extra geometry. On curved surfaces you generally need more geometry to support details since it defines the shape better. Do this once you're certain the base-mesh is complete.
Another option is to create the base mesh and details you want to cut in, much like booleon objects and then subtract them in ZBrush. This way you can re-import the model and retopologize over the surface. There's a few ways of doing it.
I have zero experience with ZBrush. Did what you recommended in first part and it came out surprisingly well. Still needs a lot of tweaking but it starts to look like on reference picture. Thank you all for help! With subdiv 36K poly
Problably could bake it and use 6K low poly mesh.
Imad, that's cool and all, but the purpose of this thread is to share how you've modeled something. Do you have a wireframe shot or something?
Oh apologies. I have modelled it but the topology will be useless as it was modelled in Inventor. I brought it into 3ds max to assign smoothing groups, uv, texture, and render.
As another poster said, it may be useful to try and model it in a CAD software, because in max etc you would never get it to be a perfect circle.
I gotta keep this no higher than 350 tris and I'd really like to add a couple more edge loops. I feel like that geometry around the pommel is looking kinda naughty and am wondering how y'all would rearrange it to conserve space? Or is it fine and I shouldn't worry about it? (I'm at 346 tris if the image is unclear) I've been staring at it so long trying to keep under 350 tris everything in my life feels like it has to meet those qualifications, too. I feel very uncomfortable typing this because my mind is assuring me that I've typed more than 350 tris worth of words. I think it's time to go to bed.
Replies
https://drive.google.com/open?id=0Bx6c3u6g8_uMQ2puZ2tGcEQwTTA
Uh ... MeshFusion and stamp the details on with Substance Painter? Probably how I'd approach it.
prove it.
Hey Gir, a Student from GA, berlin here. I'll try to explain my workflow.
(3Ds max)
I started off with a Box.
Gave it A TS and Spherified it.
Made a spline Circle (with 8 sides).
Cut in the new edges on my mesh.
During the entire time i only worked on 1/4 of the modell cause it's pretty symmetrical .
For the smaller holes, i choose to go with CapableWizard Techqnique with using floaters. But it could be done the same way i did the first hole.
Best Regards
http://www.polycount.com/forum/showthread.php?t=154841
if someone could point me in right direction i would be a happy puppy.
This one feels like its beyond saving but not really sure.
what's the problem? Does the HP smooth bad? do you get pinches? etc etc. Main reason i'm asking it's because, if this i a hp which you will bake down, if it smooths good move on. Are you getting pinches? are we getting close to the object to see the small pinches?
Make the main shape without any indents or extrudes. Later on, add the Second biggest shapes (make them floaters for now to see how many edges will be needed).
So, 1.
Big shapes first (Use as few edges as possible, remember 3 verts is all that you need for a smoothed shape)
2. medium shape (if you don't have enough geo, turbosmooth once or equilant in maya)
3. Small shapes (turbosmooth once again if geo is not enough)
I'll give you superb ex. ALL OF THEM ARE FROM PERNA
Line up your pieces before you go at it, basically block out!
and a tube clipp worth looking at
https://www.youtube.com/playlist?list=PLxt9ZAGPLIpdIVO83UkwI08KjQ55kCX2j
when i smooth it i see i dont have to mutch in case of pinching, but i have problem with my edge flow not sure how to fix the edges not running around the whole mesh. But that just noob stuff and ill watch the clips and see if i get any wiser.
Here is the FBX: https://mega.nz/#!6EJ3yR7R!Hac9A4g3aaX5IR-ysP4kY-1hzVkVpYKDz1ddq6slZ7k (don't forget the edge loops)
BTW how do you guys troubleshoot problems like this ? I usually try to do every combination of edges until I can't think of any.
Having so much trouble with this, chamfer just give bad results (both "tri" and "quad" chamfer).
This will be a high poly for a game res version, and analyzing the CSGO model, it appears that this is a separated part, but from the side it looks so good, so I am not sure.
Also, the shapes pointed with an arrow, it is better to make them part of my main mesh or just model them as separated objects ?
If I make it separated, how to get this "welded" look ?
What I have so far.
Actually this shape is a bit tricky (for me anyway), because you have to match the roundness on the side and on the back part.
In the end the shape came like this
Not sure if that was the best approach, but it looks way better now.
With a CAD software or meshfusion
Honestly sometimes i'd like to learn that kind of soft for mechanical stuff. Pretty sure it'would be straightforward for that shape.
With subd, you could have something looking good enough, but you would never maintain a perfect sphere.
I'll try to give it a shot. Shinigami topo looks good to me, except the sphere is bit squarrish.
I'd go with a hp sphere and booleans, then retopology on top.
Blue part beeing the only part needed to be modeled.
I started from cube and save these edges as selection set.
After smoothing the selection set would give me this.
Then I smoothed a 1x1 plane and shrink-wrapped onto the first object and start doing quad draw from there.
I am modeling this scene atm. for a study project and have allot with the main "doorway" piece. How would you approach such an object ?
I will still need some advice on the door though but I will give this another shot first on my own.
for ingame we do pretty much all of these with floaters
for a properly working on you'll need a clean baseshape, subdivide it until you got enough geometry and then cut in the lines
Model:
Render of it:
SubD wire:
SubD wire(Side with bulge issue showing):
Wire:
I've tried a bunch of things, someone here pleaaaase help. Thanks in advance!
Must be missing something...
That is a default primitive in blender, called an icosphere
(icosahedron is the technical term),
anyways if you put a vertex in the middle of each hexagon and then make the entire mesh more spherical. (I use blender so I'm unfamiliar with other programs' terminology.)
If you need better pictures, that thing is a Radar Dome, a Radome. Is that CGHQ?
Anyway, as GhostDetector said, it's an Icosahedron. I think this shape came up some time ago in this thread.
Hi, do booleans + cleanup eachtime after. there's no magic, you see a hole you juste cutin the hole in.
Well if its nasty trough the player view you have bad distribution of your tris,
think about it, you have to detail as much as possible the areas near the player eyes, if i was you, i would remove some loops of the curvature of the pommel make it x sides, now i will introduce some triangles on the ring at the bottom to be able to add more geo where needed, then smooth normals to see the result.
I am looking forward to.
I have cut holes in objects before but never cut uneven hole into uneven object. First time modeling this helmet, I used sphere and tried to get that surface right. Figure out that this does not work for me. Now I made 4 planes for each side with small amount of polys and tried to make them work. What I came up with is this. Still no idea how to make these holes. Based on reference picture, I am not even sure if those holes are all with same size. I am most likely going to try boolean. Any help welcome!
It's a start but far from perfect
I have started to model my favorite seiko 5 watch (snk809 - great piece, BTW) and I'm struggling with movement parts, this one especially.
Boole is unusable in this case and amount of detail and I'm not very experienced with modeling on this level of precision.
I'm usin cinema 4d, but any advice how to start is welcom - in terminology from any software. Thanks!
Another option is to create the base mesh and details you want to cut in, much like booleon objects and then subtract them in ZBrush. This way you can re-import the model and retopologize over the surface. There's a few ways of doing it.
I have zero experience with ZBrush. Did what you recommended in first part and it came out surprisingly well. Still needs a lot of tweaking but it starts to look like on reference picture. Thank you all for help! With subdiv 36K poly
Problably could bake it and use 6K low poly mesh.
Oh apologies. I have modelled it but the topology will be useless as it was modelled in Inventor. I brought it into 3ds max to assign smoothing groups, uv, texture, and render.
As another poster said, it may be useful to try and model it in a CAD software, because in max etc you would never get it to be a perfect circle.
Cut the loops in red.