thanks Shinigami, the spiral technique helped quite a bit. The edge flow does give some smoothing errors using that method but for my object this isn't an issue since I will be covering it up in zbrush.
-! ffd modifier 3x3x3, took the center point and pulled it out!
- Smoothed by SG
- made the details.
- smoothed again for support geo
what always makes me sweat is making a clean bulge. How should the distribution be if you want to make a bulge.
My inspiration was this but i cant maintain the hart corners too.
any ideas?
How i would approach this :
-make the whole silhouette flat first, bent it then, point by point or using FFD thing( with a smooth first incase of FFD)
-then cutting the mesh for the "outer edge" design, extrude it. For all the hard edges i manually move vertices (importance for the mesh not being dense at those areas)
-do the little details with edge extrusions, duplicates, and move them with falloffs or FFD
Hi guys, been banging my head against the wall for several hours today (total newb, this is the most complex thing I've modeled yet)
How would you guys go about modeling this shape? I've created a cylinder, and used a boolean subtraction using rectangles to cut out the empty space. This model will be used for a lot of different purposes so I'm trying to make it objectively "perfect". I'm trying to go only quads, and end up with a mesh that Sub-D's very nicely. Here's what I've got so far
Again, total newb, this has taken me all day lol. Any suggestions as to how I could do this faster/improve the mesh in general would be greatly appreciated kind sirs and madams.
Hi guys, been banging my head against the wall for several hours today (total newb, this is the most complex thing I've modeled yet)
How would you guys go about modeling this shape? I've created a cylinder, and used a boolean subtraction using rectangles to cut out the empty space. This model will be used for a lot of different purposes so I'm trying to make it objectively "perfect". I'm trying to go only quads, and end up with a mesh that Sub-D's very nicely. Here's what I've got so far
Again, total newb, this has taken me all day lol. Any suggestions as to how I could do this faster/improve the mesh in general would be greatly appreciated kind sirs and madams.
There is probably a better way to model this but heres what I did.
-make the whole silhouette flat first, bent it then, point by point or using FFD thing( with a smooth first incase of FFD)
-then cutting the mesh for the "outer edge" design, extrude it. For all the hard edges i manually move vertices (importance for the mesh not being dense at those areas)
-do the little details with edge extrusions, duplicates, and move them with falloffs or FFD
you can also model it out flat and use two different curve modifiers to bend it along two curve, one for x and for y bending
So I know this is old stuff, but did someone manage to model this correctly, I couldn't find any images in the previous posts. I gave it a go, but there is lots of dirty geometry and uneven manual cleanup.
All these things have been posted in this thread before, just have a quick browse. I think we should definitely revise this thread somehow. Actually is there a way to download all the images from a forum thread, someone with the time could then sift through them and organize an archive. Gets very repetitive answering the same questions over and over...
you are holding yourself back by trying to model it all from one piece. once you treat the shield and the metal frame as 2 objects it should be much much easier
Just followed what you did myself to learn the method. Learned a huge amount just from those few tiny steps you posted above - thanks.
No problem.:)
After the shell step, I didn't cut all the way through the model to make a hole. I only cut through the outer layer, leaving the inner geometry intact. Unless you want to model that shape as a separate solid.
Yeah, that was just me being lazy and not capping the hole - so it looks transparent because you're seeing the back of the inner polygons.
The only thing I've noticed is that the larger circular holes cut in are not perfectly circular - only way I can think of doing that is manual tweaking, gonna have a go later
-make the whole silhouette flat first, bent it then, point by point or using FFD thing( with a smooth first incase of FFD)
-then cutting the mesh for the "outer edge" design, extrude it. For all the hard edges i manually move vertices (importance for the mesh not being dense at those areas)
-do the little details with edge extrusions, duplicates, and move them with falloffs or FFD
i would do it like this, i know the result isn't clean at the end, but that's because i was too lazy to finish up because you can get the idea. it's not the cleanest quad distribution either, but i usually don't care so long as it works.
rotate a square for step one
connect after making a selection
symmetry modifier and start my topology planning
continue topology stuffs
select inner faces and scale inwards to make the bevel, and fix middle so it works with the symmetry
make supporting edges, turbosmooth, ffd modifier twice. this is where i started getting lazy, not fixing obvious problems
just a clearer view, again there are obvious errors. however, i try and leave most of the major topology changes etc. up to being completely flat and giving it plenty of geo so that when getting deformed, it doesn't look retarded and messed up after ffd and stuff (again i know my example looks bad at this point lol)
What am I doing wrong? I am still getting that distortion. Best method I found to close this part was to cut out piece from spherified cube and simply attach it to sphere mesh.
Fixed it myself mostly by tweaking spot middle of those sidelines of horizontal line:
Still not sure if it's the best method. Looks pretty dumb but it worked.
why not subdivide the cube and just use its half after spherify ?
Depends where to use mesh. Right now I wanted to use this mesh for eye. Therefore I had to unwrap UV. If I spherify whole shape, it is not going to give me great results in UV unwrap. Mesh would be uneven. If I keep initial sphere shape then UV will be close to circle and easier to texture. Besides that it is much easier to make circles inside sphere than spherified cube.
@SoDamnTrue, you got it wrong because there is to much polygonal tension on your model (shown above ) edges are to close from each other.
I think it is not necessary to have freakin accurate topo, you can just go with a sphere, select end, expand selection, delete, append a spherify cube, weld some points, make sure it matches your reference.
So i suppose it´s a relatively easy one but for FKING HELL i cant get over this without making extreme artifacts.... soo yeah im basically stuck at modelling the tip of a sword(blade)
and this is how it looks like when i try to model it...
i offered a solution ages ago. Just review pages. Basically less geo is the key?
Ok less geo sounds like a really good approach i mean i can add more geo later if i need it while maintaining a stable poly flow without artifacts etc.
Is there a cleaner way to make an air flow intake hood? I didn't quite think it through when I started modeling this piece. Lack of geometry is starting to hurt, don't really want to make tris (if possible all quads). Tried to inset front part of air flow intake but it literally gives me no control. Maybe someone can give me good advice how to make it look better.
Kind of tried your first method before and it did not give me the result I want. This reference picture might not describe problem well. Thank you for your effort tho.
Air flow intake is blending with hood in the back side of it. There is also lower part under intake but that's not priority right now.
Any more ideas?
Deleted air intake and starting scratch. Top view of topo.
Uploaded part of my model to Sketchfab if someone wants to test.
You just need a couple of more loops to tighten up your angles. Just play with their spacing to get the roundness you want. But just adding in those extra loops will get rid of that pinching.
You just need a couple of more loops to tighten up your angles. Just play with their spacing to get the roundness you want. But just adding in those extra loops will get rid of that pinching.
SoDamn: You truly don't need more suggestions, Wirrex gave you the best approaches off the bat.
You say you're avoiding triangles. That's strange. Just make the shape look good without giving yourself artificial limitations. Use as many triangles as needed.
It looks like you're in 3ds Max, so there should be no seam down the middle like you have - just use a symmetry modifier.
Lastly, while the major shape of the hood is curved, it looks like the problem area geometry is not, so just make it flat and this whole task will become a lot easier.
You are right, he gave me great ideas. It's my first ever personal hard modeling project just for learning. I am not good at it but I just heard that tris and bad and quads are good. So I try to avoid them as much as possible.
I changed mirror to symmetry. This thread is really helpful.
Replies
Model it flat and then bend it into shape.
Im sure there are more efficient topologies, but it looks ok when compared to the CAD version.
You wizard! nice piece.
Cheers.
How i would approach this :
-make the whole silhouette flat first, bent it then, point by point or using FFD thing( with a smooth first incase of FFD)
-then cutting the mesh for the "outer edge" design, extrude it. For all the hard edges i manually move vertices (importance for the mesh not being dense at those areas)
-do the little details with edge extrusions, duplicates, and move them with falloffs or FFD
How would you guys go about modeling this shape? I've created a cylinder, and used a boolean subtraction using rectangles to cut out the empty space. This model will be used for a lot of different purposes so I'm trying to make it objectively "perfect". I'm trying to go only quads, and end up with a mesh that Sub-D's very nicely. Here's what I've got so far
Again, total newb, this has taken me all day lol. Any suggestions as to how I could do this faster/improve the mesh in general would be greatly appreciated kind sirs and madams.
:
There is probably a better way to model this but heres what I did.
Top one shows the edge flow.
Next one down shows it turnbosmoothed.
Bottom one without edges.
Imad: how did you control the spacing between the three pieces? Did you start with a single object and cut out the gap?
Thanks again guys
you can also model it out flat and use two different curve modifiers to bend it along two curve, one for x and for y bending
I used two separate shapes, no need to work with one circle and try to cut shapes out of it.
swag
All these things have been posted in this thread before, just have a quick browse. I think we should definitely revise this thread somehow. Actually is there a way to download all the images from a forum thread, someone with the time could then sift through them and organize an archive. Gets very repetitive answering the same questions over and over...
you are holding yourself back by trying to model it all from one piece. once you treat the shield and the metal frame as 2 objects it should be much much easier
Just followed what you did myself to learn the method. Learned a huge amount just from those few tiny steps you posted above - thanks.
No problem.:)
After the shell step, I didn't cut all the way through the model to make a hole. I only cut through the outer layer, leaving the inner geometry intact. Unless you want to model that shape as a separate solid.
Here is a slice through.
The only thing I've noticed is that the larger circular holes cut in are not perfectly circular - only way I can think of doing that is manual tweaking, gonna have a go later
i would do it like this, i know the result isn't clean at the end, but that's because i was too lazy to finish up because you can get the idea. it's not the cleanest quad distribution either, but i usually don't care so long as it works.
rotate a square for step one
connect after making a selection
symmetry modifier and start my topology planning
continue topology stuffs
select inner faces and scale inwards to make the bevel, and fix middle so it works with the symmetry
make supporting edges, turbosmooth, ffd modifier twice. this is where i started getting lazy, not fixing obvious problems
just a clearer view, again there are obvious errors. however, i try and leave most of the major topology changes etc. up to being completely flat and giving it plenty of geo so that when getting deformed, it doesn't look retarded and messed up after ffd and stuff (again i know my example looks bad at this point lol)
I need help on modeling this shape Can someone help me?
Fixed it myself mostly by tweaking spot middle of those sidelines of horizontal line:
Still not sure if it's the best method. Looks pretty dumb but it worked.
basically you do one of the indent and you duplicate it until you have what you expect, do some tweaks and you can go ! :
Depends where to use mesh. Right now I wanted to use this mesh for eye. Therefore I had to unwrap UV. If I spherify whole shape, it is not going to give me great results in UV unwrap. Mesh would be uneven. If I keep initial sphere shape then UV will be close to circle and easier to texture. Besides that it is much easier to make circles inside sphere than spherified cube.
I think it is not necessary to have freakin accurate topo, you can just go with a sphere, select end, expand selection, delete, append a spherify cube, weld some points, make sure it matches your reference.
OBJ https://mega.nz/#!hZwUTYyB!4uz4RLDFQsFIijUwBRqNBcDTCcTPxI3m1Ro6Glo_m-M
Under the OBJ import options, Check import as a single mesh and then you can just split them up. Then it'll import fine.
Otherwise...
Yes and no. it's totally fine, as long as it smooth good , and it does smh.
and this is how it looks like when i try to model it...
Thank you in advance!
Here you go.
Ok less geo sounds like a really good approach i mean i can add more geo later if i need it while maintaining a stable poly flow without artifacts etc.
Thanks
Here, check the basics:
1) https://vimeo.com/2650080
2) https://vimeo.com/2158706
A bit sloppy, but it should demonstrate the idea well enough.
First one is to Get the main shape done (with as few polys as possible)
Then Sub-d once and work with the secondary shape.
second one is to do it as a floater.
my take on it!
Kind of tried your first method before and it did not give me the result I want. This reference picture might not describe problem well. Thank you for your effort tho.
Air flow intake is blending with hood in the back side of it. There is also lower part under intake but that's not priority right now.
Any more ideas?
Deleted air intake and starting scratch. Top view of topo.
Uploaded part of my model to Sketchfab if someone wants to test.
https://skfb.ly/FNEv
1. looking at your topology, your edges are not quite even. To keep a nice and good curve, they need to be evenly distributed. Yours are not
2. This will make the curve you have and need, creating shading + pinching issues.
3. When an object is built seperatly, seperate it in the modell.
Yes, I did something. TS 3 iterations 121K and 4 iterations 487K poly. It looks nice but even for close shot I think this is too much.
Right now it is like this.
Thank you.
You are right, he gave me great ideas. It's my first ever personal hard modeling project just for learning. I am not good at it but I just heard that tris and bad and quads are good. So I try to avoid them as much as possible.
I changed mirror to symmetry. This thread is really helpful.