yoh could add more geo or just use what u have. u have enough sides. id suggest constrains and dont be too obsessed about minor pinchibgg bro. ive was obsessed Bout pinchingstoo but soon realised they can be sexy
What Shini said, you've got more than enough geo, try to move around the vertices with smooth on and it will eventually be less pinching, but to get rid of that would mean a higher amount of segments on a cylinder. Try to have a ngone at the edge with lower segments mesh and see if that will help.
Or modell it flat, keep the segments even throughout your mesh and use a bend modifier at the top!
That has been answered so many times in this thread, I suggest you look back and have a look. Specifically at Perna's posts.
Cookedpeanut, I am aware that it was answered and probably somewhere on start but for some reason cant see any images from the start to around 15-30 pages. Anyway atm im going backwards from 201 and only got to 175 so still a bit of digging to go through Dunno maybe my internet is bad.
I made a thread last year where I had ripped pretty much all the useful images from this thread. You can download the image pack with the best images from this thread.
"Wondering" or asking someone to do it for you. Show your attempt, otherwise we can't help you learn something that you have otherwise said you're new at.
Hey, guys! I am modelling a tank wheel. I want to make it as a single piece, but when I bevel the outer rim whith the middle part I get strange bevel in some areas. Trying to make the bevels look better I`ve come up with this:
Is there any way to make more adequate bevel there?
Hi, all. This is my first post, so please be gentle if this is the wrong place to ask this....... I'm trying to model an experimental domed truss system for an architectural project.
I'm working in Maya 2016. I want to be able to give the edges of this polygonal model mass so that it can be rendered and exported as a structural truss. Is there a straight forward way of doing this that I'm not aware of?? Thnx
@R_Mutt2017 For this you may actually have an easier time in Blender if that's all you're after. I'm not much help with how, but I saw a video recently (no idea where, sorry) where a guy extruded edges for a similar effect. (his was kind of crazy in that it was a cube with internal "kittycorner" edges for a spectacular effect)
I'd be interested in an easy solution for Maya however. Without a fancy script, one could extrude and scale all faces for an inset, delete the new geo for the holes. But capping off the leftovers in a single move is where I'm stuck.
guys, I need some advice, how to model this kind of statue
what is the most efficient method , using tiling normal map or tessellation, or just straight raw modeling in hipoly then bake to unique map.. ? thanks in advance
That has been answered so many times in this thread, I suggest you look back and have a look. Specifically at Perna's posts.
Cookedpeanut, I am aware that it was answered and probably somewhere on start but for some reason cant see any images from the start to around 15-30 pages. Anyway atm im going backwards from 201 and only got to 175 so still a bit of digging to go through Dunno maybe my internet is bad.
It's not your internet, there a lot of dead image links. It's unfortunate, but not entirely surprising given the age of this thread.
it's about how to use the path deform modifier. This really should do the trick with your shape. Overall its not that complicated as you can see here. Let me know if you have any questions how to do this, i would love to help ya. Oh and btw for your spline use the normalize spline modifier
I would like to cut a door handle box into a car's door. I have a hard strugle to make a nice light reflection and also keep a nice edgeflow. Please give me suggestions. The pictures thank you
I'm having problems making holes on a half circle. You can see my first pic is just the base geometry and some supporting loops but no matter what combo i try i always get distortion around the corners
I tried to make it (because I have to learn a lot). So this is the best I can do, however the yellow dotted diagonal can be seen a little in the reflection, so maybe it is not the very best wire for it. (however it is nice from me, and it seems to work ) Also I made some mistake when I beveled, and created lamina faces, and so it has blotche edges, sorry but i'm tired now, so I won't clean up it now... bye
Here is a crack at it. You need at least one segment through each inset, and the space between them. I think I counted 5 on a quarter of your piece, so that is 10 for a full cylinder. That is 20 segments, with an additional segment for each for a total of 40. Inset a pair of segments, add support edges, and voila. The inset is important as it isolates the curve of the cylinder from the inset bits. I'm sure there are alternative methods, but this was a really fast and easy way to achieve the shape you want.
Here is a crack at it. You need at least one segment through each inset, and the space between them. I think I counted 5 on a quarter of your piece, so that is 10 for a full cylinder. That is 20 segments, with an additional segment for each for a total of 40. Inset a pair of segments, add support edges, and voila. The inset is important as it isolates the curve of the cylinder from the inset bits. I'm sure there are alternative methods, but this was a really fast and easy way to achieve the shape you want.
Hey guys, I was looking for ways to practice modeling and I stumbled upon the hard surface challenges. Obviously I'm eons late, but I'm beginning to wonder if it's blender that's lacking in modifier features or if I'm just unskilled. I'm sure it's the latter, but anyway if someone could let me know how to model the front indentations on the end plate where the screws are (in blender), that'd be swell because I'm pretty stumped. Thanks in advance!
Hey guys and girls. I have stumbled upon an issue with pinching and it seems like its one of those problem I always run into. I just don't know how to solve it, or what Im doing wrong. Could anyone enlighten me with a proper way to achieve it or if there is a general fault in how i made it in the first place? Thank you so much in advance.
Always been wondering about those chains and wire with the plastic 'wrap' around it [like Vitaly's assets] is it like a high + a cloth from marvelous or something?
Here you go. Don't be afraid of having triangles, though. If they aren't causing smoothing errors or pinching, they are perfectly fine. N-gons are also fine on planar surfaces. My OBJ based off yours - https://dl.dropboxusercontent.com/u/57293298/111-2.obj
Here you go. Don't be afraid of having triangles, though. If they aren't causing smoothing errors or pinching, they are perfectly fine. N-gons are also fine on planar surfaces. My OBJ based off yours - https://dl.dropboxusercontent.com/u/57293298/111-2.obj
Sometimes I leave triangles if I have no idea of how to fix them..) Thanks a lot, man, nice way! But I guess, there should be one more supporting edge on the corner and you deleted one edge from the inside cylinder
PS It will be the cap from the back side, so I need the same amound of edges from the outside and from the inside
Always been wondering about those chains and wire with the plastic 'wrap' around it [like Vitaly's assets] is it like a high + a cloth from marvelous or something?
thanks!
Something like that would be pretty easy with ZBrush's Dynamesh Function.
Duplicate the chains, convert to Dynamesh and then clean up the mesh.
Hi all I have problem with smothing groups in MODO (indie) [cant use vertex normal tool kit...] Can someone check this ?! As you can see i have litle hard eges on the two island any one know solution ?! here is picture (left and right uv is have problems with smothing groups.
Here is normal map form it:
This is just Defult cube on 0.0.0 position copy and paste. Reneme one to LP second to HP. On HP i delete uv and sellect all eges and add bevel 20mm. Made morph map cage on distance (by Push) (tied diffrent distnace on cage and tied also by the distance) more or lese worse result then previous...
What i also tied?! - Apply material with diffrent values of Smothing and Smothing Angle and bake - Same like previous + set vertex normal by Smothing and Smothing angle - Select all boundaries UV and split it - + vertex normal - Bake by this metod https://www.youtube.com/watch?v=IlRYR7WayTU - Tied to move vertex normal https://www.youtube.com/watch?v=C7YAnIj6W1Y - also tired this https://www.youtube.com/watch?v=DgQPIXrEEy8 - this https://www.youtube.com/watch?v=txspZB787tE - also this https://www.youtube.com/watch?v=90QCfk9R9V0 - and also this one https://www.youtube.com/watch?v=ZwE1St6Nn1g - It could also miss this https://www.youtube.com/watch?v=5z3gNtpum18 - tried apply same smothing group on all faces and edges (polygon/set smothing groups) and on specifit area and on areas with litle seam... tied also to combine uv island like on Foundry videos.. - tried changed edge padding with all posible configuration - also tied do this by xNormal (HP mesh is under 100k - Modo indie restriction) but same. - tired also separete islands and remade uv I do not please i beg for solution i spend many hours to tried to solved this... (nice will be if you say what you do step by step) Sorry for any problem with understand still learning English.
Sometimes I leave triangles if I have no idea of how to fix them..) Thanks a lot, man, nice way! But I guess, there should be one more supporting edge on the corner and you deleted one edge from the inside cylinder
PS It will be the cap from the back side, so I need the same amound of edges from the outside and from the inside
PS
No problem. I didn't realize that you were capping the bottom as well. I've updated my OBJ with the extra edge that I originally deleted.
how to deal with cylinder that got extrude like the image below :
the edge loop will affect the shape of the cylinder and if I try to delete some of the edge I end up with artifact.
Here's my lazy fix. Pay Attention, Because this will help you in the future. Rule nr. 1. Curved surface always need to have a even edge consistense!
Rule nr. 2. You can Always use less geo, but it means you have to push around more vertices and it could be time consuming (But also a good thing to do to understand topology better)
And Here's my take on it. the super fast and lazy way.
1. Create your curve and extrudes that are curved with it (first cylinder of my picture, is 18 sided) 2. The secound cylinder i added a Edge Poly modifier on the top and divided the Cylinder so it's equally distrubited. (Quads and equal distance between the edges). 3. Because i'm lazy. I turbosmoothed the cylinder once, added a edit poly extruded the part you want and added support edges (moved some edges) and turbosmoothed it. End result. Works!
Hi I'm having some troubles modelling this shape. I have already tried Bend, Boolean, Cut and Cut on Subdivision Surface. Now what i can try? Please help me!
Andropof. Model It flat, use a symmetri when you're done and a ffd modifier to bend the shape at the top.
So my steps? 1. Spline tools to create the overal shape of the "Opening" 2. Traced around it using simple polygon modeling (You can use a box and project the spline on to your finished mesh, clean up afterwards) 3. added supporting edge loops on to the mesh and used a simple ffd modifier to create form it!
Rule of thumb.. Do not restrict yourself to one modeling way if you get stuck, try different methods. Yes it's not perfect. But i did this as soon as i got home. 10 min at max.
What you have going on is pretty good. Give it one or to more iterations of sub divs. And than retrace the shape you want with a spline. 3D Modeling is amazing, But remember, we humans would not be needed if it did not involve manual cleaning sometimes! enjoy it!
Hi all I have problem with smothing groups in MODO (indie) [cant use vertex normal tool kit...] Can someone check this ?! As you can see i have litle hard eges on the two island any one know solution ?! here is picture (left and right uv is have problems with smothing groups.
Here is normal map form it:
This is just Defult cube on 0.0.0 position copy and paste. Reneme one to LP second to HP. On HP i delete uv and sellect all eges and add bevel 20mm. Made morph map cage on distance (by Push) (tied diffrent distnace on cage and tied also by the distance) more or lese worse result then previous...
What i also tied?! - Apply material with diffrent values of Smothing and Smothing Angle and bake - Same like previous + set vertex normal by Smothing and Smothing angle - Select all boundaries UV and split it - + vertex normal Thanks
Have you created your own cage to use while baking the maps? One thing to try on the cube is to split all of the edges and move the UV's apart then bake again if you are using hard edges. This is a great read for learning more about normal maps and how to solve issues that come up. https://drive.google.com/file/d/0B02lElvs8BcvYllmQWpXUGxod3M/view
okay polycount i need your help. as you see below i have a cylinder cut into a planer surface and extruded inward. when smoothed it pinches and i have no idea why.
@Kramo Trying applying a TurboSmooth modifier with 0 iterations than add another ontop and see if it fixes the problem, my Max sometimes messes about like that but double stacking TurboSmooth resolves the issue.
Hey guys, modelling a helmet , this is one of many pieces i cant get the normal map to work correctly, any idea how to fix this ? ive tried tesselating the model before bake , ive tried adjust the cage in XN , i have smoothing group splits and UVs split at every hard edge. the top Middle piece here are the UVs for it , it looks like the edge padding is bleeding in any ideas how to fix please ? map is set to 2048, EP: 16 , rays min/max default, BS: 512
I would like to ask how to make better wireframe for this rim without any little distortion (if there is solution at all). I tried a lot, but I don't find better solution. Could you please help me? thx
Hi, I think that you are having triangles in your model, the which is causing the distortion, adding control loops along the trim geometry would solve your issue, in addition a trim should have thickness that may solve also some of the problem:
thank you for your answer. However It does not seem in your picture, but the three closest edges make a hard edge in the circular surface. Look at the picture without wireframe and check the reflection. So I think we should not cut edges into the inner and outter circular surface. Or if yet, those cuttied edges should be separated evenly.
Replies
Or modell it flat, keep the segments even throughout your mesh and use a bend modifier at the top!
Filtered:
http://www.mediafire.com/download/plxrcb5ul882c7r/HowYouModelDemShapes.7z
Image-Tuts:
http://www.mediafire.com/download/wrgceiclhexfdk3/Image_Tuts_Mix.7z
Wireframes:
http://www.mediafire.com/download/dyhdenqkgobihdb/Wireframe_Dump.7z
Perna:
https://drive.google.com/folderview?id=0B50TkT6CiX5yR1JmWkNxcDhHN2M&usp=sharing#grid
Topology:
http://imgur.com/a/dEWXP
Advanced:
https://www.flickr.com/photos/120523457@N03/sets/with/72157642431375204
Wiki:
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
I am modelling a tank wheel. I want to make it as a single piece, but when I bevel the outer rim whith the middle part I get strange bevel in some areas.
Trying to make the bevels look better I`ve come up with this:
Is there any way to make more adequate bevel there?
Thank you)
I'm trying to model a Colt Navy and I'm having a hard time trying to model these shapes into the chamber of the gun.
I've tried loads of different different types of support edge loops but I'm having no luck
Thanks in advance
I'm working in Maya 2016. I want to be able to give the edges of this polygonal model mass so that it can be rendered and exported as a structural truss. Is there a straight forward way of doing this that I'm not aware of?? Thnx
I'd be interested in an easy solution for Maya however. Without a fancy script, one could extrude and scale all faces for an inset, delete the new geo for the holes. But capping off the leftovers in a single move is where I'm stuck.
what is the most efficient method , using tiling normal map or tessellation, or
just straight raw modeling in hipoly then bake to unique map.. ?
thanks in advance
Take a look at this tutorial
https://www.youtube.com/watch?v=70h1s1LO6yg
it's about how to use the path deform modifier. This really should do the trick with your shape. Overall its not that complicated as you can see here. Let me know if you have any questions how to do this, i would love to help ya. Oh and btw for your spline use the normalize spline modifier
I would like to cut a door handle box into a car's door. I have a hard strugle to make a nice light reflection and also keep a nice edgeflow.
Please give me suggestions.
The pictures
thank you
Also I made some mistake when I beveled, and created lamina faces, and so it has blotche edges, sorry but i'm tired now, so I won't clean up it now...
bye
P.s. Sorry for my bad English
Heyo! Starting a project. What's the best way to make the wraps on the hilt?
Need your assistance
Always been wondering about those chains and wire with the plastic 'wrap' around it
[like Vitaly's assets]
is it like a high + a cloth from marvelous or something?
thanks!
PS Link for obj file: https://www.dropbox.com/s/r6aado30k9peoo2/111.obj?dl=0
Thanks a lot, man, nice way! But I guess, there should be one more supporting edge on the corner and you deleted one edge from the inside cylinder
PS It will be the cap from the back side, so I need the same amound of edges from the outside and from the inside
PS
Duplicate the chains, convert to Dynamesh and then clean up the mesh.
It was set to move along the vertex normals and I just tweaked values till it looked okay and threw n a shell + turbosmooth.
I have problem with smothing groups in MODO (indie) [cant use vertex normal tool kit...]
Can someone check this ?! As you can see i have litle hard eges on the two island any one know solution ?! here is picture (left and right uv is have problems with smothing groups.
Here is normal map form it:
This is just Defult cube on 0.0.0 position copy and paste.
Reneme one to LP second to HP. On HP i delete uv and sellect all eges and add bevel 20mm.
Made morph map cage on distance (by Push) (tied diffrent distnace on cage and tied also by the distance) more or lese worse result then previous...
What i also tied?!
- Apply material with diffrent values of Smothing and Smothing Angle and bake
- Same like previous + set vertex normal by Smothing and Smothing angle
- Select all boundaries UV and split it
- + vertex normal
- Bake by this metod https://www.youtube.com/watch?v=IlRYR7WayTU
- Tied to move vertex normal https://www.youtube.com/watch?v=C7YAnIj6W1Y
- also tired this https://www.youtube.com/watch?v=DgQPIXrEEy8
- this https://www.youtube.com/watch?v=txspZB787tE
- also this https://www.youtube.com/watch?v=90QCfk9R9V0
- and also this one https://www.youtube.com/watch?v=ZwE1St6Nn1g
- It could also miss this https://www.youtube.com/watch?v=5z3gNtpum18
- tried apply same smothing group on all faces and edges (polygon/set smothing groups) and on specifit area and on areas with litle seam... tied also to combine uv island like on Foundry videos..
- tried changed edge padding with all posible configuration
- also tied do this by xNormal (HP mesh is under 100k - Modo indie restriction) but same.
- tired also separete islands and remade uv
I do not please i beg for solution i spend many hours to tried to solved this... (nice will be if you say what you do step by step)
Sorry for any problem with understand still learning English.
Thanks
I've updated my OBJ with the extra edge that I originally deleted.
https://dl.dropboxusercontent.com/u/57293298/111-2.obj
the edge loop will affect the shape of the cylinder and if I try to delete some of the edge I end up with
artifact.
Digital Tutors – Tips for Modeling Complex Shapes in Maya
Digital Tutors – Professional Tips for Modeling Complex Shapes Part 2
Digital Tutors – Professional Tips for Modeling Complex Shapes: Part 3
Digital Tutors – Professional Tips for Modeling Complex Shapes: Part 4
Help you a lotRule nr. 1.
Curved surface always need to have a even edge consistense!
Rule nr. 2. You can Always use less geo, but it means you have to push around more vertices and it could be time consuming (But also a good thing to do to understand topology better)
And Here's my take on it. the super fast and lazy way.
1. Create your curve and extrudes that are curved with it (first cylinder of my picture, is 18 sided)
2. The secound cylinder i added a Edge Poly modifier on the top and divided the Cylinder so it's equally distrubited. (Quads and equal distance between the edges).
3. Because i'm lazy. I turbosmoothed the cylinder once, added a edit poly extruded the part you want and added support edges (moved some edges) and turbosmoothed it. End result. Works!
I'm having some troubles modelling this shape.
I have already tried Bend, Boolean, Cut and Cut on Subdivision Surface.
Now what i can try? Please help me!
http://i.imgur.com/1v00NMm.jpg
Model It flat, use a symmetri when you're done and a ffd modifier to bend the shape at the top.
So my steps?
1. Spline tools to create the overal shape of the "Opening"
2. Traced around it using simple polygon modeling (You can use a box and project the spline on to your finished mesh, clean up afterwards)
3. added supporting edge loops on to the mesh and used a simple ffd modifier to create form it!
Rule of thumb.. Do not restrict yourself to one modeling way if you get stuck, try different methods. Yes it's not perfect. But i did this as soon as i got home. 10 min at max.
What you have going on is pretty good. Give it one or to more iterations of sub divs. And than retrace the shape you want with a spline.
3D Modeling is amazing, But remember, we humans would not be needed if it did not involve manual cleaning sometimes! enjoy it!
One thing to try on the cube is to split all of the edges and move the UV's apart then bake again if you are using hard edges.
This is a great read for learning more about normal maps and how to solve issues that come up. https://drive.google.com/file/d/0B02lElvs8BcvYllmQWpXUGxod3M/view
the top Middle piece here are the UVs for it , it looks like the edge padding is bleeding in any ideas how to fix please ?
map is set to 2048, EP: 16 , rays min/max default, BS: 512
I would like to ask how to make better wireframe for this rim without any little distortion (if there is solution at all). I tried a lot, but I don't find better solution.
Could you please help me?
thx