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How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)

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  • [Deleted User]
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    [Deleted User] triangle
    dbailey said:

    @dbailey Thanks for the tip. I Just deleted the faces and remade them.

  • ontaotto
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    ontaotto polycounter lvl 4
    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.



    Hi there, you were right, there's an option, you can split at half the extreme polygons on the hole, and then add divisions (I did to level 1)

    here´s what I have:



    With more divisions the model gets smoother.
    Hope it helps
  • montressor
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    montressor polycounter lvl 2
    Thank you very much
  • cR45h
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    cR45h polycounter lvl 7

    How would you model this without deformer or nurbs or falloffs ? 
    I know this is a relatively old post but I wanted to take a crack at it for fun. Heres how I'd go about doing this:

    Hope this helps someone.
  • mrgkirq
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    mrgkirq polycounter lvl 3
    hi guyz does anyone know to make shape like this in the picture ? thanks !

  • Klim3D
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    Klim3D polycounter lvl 6

    Sorry for me, but I recently started to seriously pursue modeling. Tell me please, how to model these curls in 3ds max? Thank you!

    <img alt=""
  • wirrexx
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    wirrexx quad damage
    Klim3D said:

    Sorry for me, but I recently started to seriously pursue modeling. Tell me please, how to model these curls in 3ds max? Thank you!

    Modell them straight and use ggd  modifier and bend modifier. 
  • Klim3D
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    Klim3D polycounter lvl 6
    wirrexx said:
    Modell them straight and use ggd  modifier and bend modifier. 
    Good idea, thank you!
  • Justo
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    Justo polycounter
    Haven't been able to find a clean and easy way to do this shape, which I'm sure for some artists it must be a daily thing they do.

    It's a union between two cylinders, only one of them is beveling inwards at that area. Here's how I did it, and in the second image I ramble my doubts when doing this. Is there any way to do this without resolving to cutting the problem area by eye? 




  • snake85027
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    snake85027 polycounter lvl 18
    Trying to get the edge flow to match this but cannot figure out how to do it. I tried using the Shift tool and shift verts around but no luck, it doesnt keep the squares even.
  • wirrexx
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    wirrexx quad damage
    Justo said:
    Haven't been able to find a clean and easy way to do this shape, which I'm sure for some artists it must be a daily thing they do.

    It's a union between two cylinders, only one of them is beveling inwards at that area. Here's how I did it, and in the second image I ramble my doubts when doing this. Is there any way to do this without resolving to cutting the problem area by eye? 




    heeere's comes Wizi

    lets make it easy, the big cylinder under is 18 sides and the small one is 14 sides =)
    I was not quite sure what you wanted to achieve so i did 3 diff. Models. see if it helps
    From Left to right. 
    1. I use primitives to align the 2 cylinders edges to eachother. The big one is 18 sides and the smaller one is 14 sides. 
    2. i proboolean the two meshes together. i clean up the small mess it does (more edges, more cleaning, that's why i work with smaller amount of numbers)
    3. i Add my support edges and ts. 

    The first mesh is further away from the edge where the big cylinder extruds inward. 
    The second is closer to that edge
    and the third is on top of where the mesh moves inwards. 

  • LaurentiuN
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    LaurentiuN polycounter
    Trying to get the edge flow to match this but cannot figure out how to do it. I tried using the Shift tool and shift verts around but no luck, it doesnt keep the squares even.
    Check this out, its not perfect but with some adjustments it could do the work.
    1. Make a cylinder with square subdivisions.
    2. Chamfer all the verts and weld.
    3. Extrude and bevel by polygon all faces.
    4. Add supporting edges as you wish.
    5. Add turbosmooth.
    6. Add bend modifier.


  • Justo
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    Justo polycounter
    @wirrexx , thank you for taking the time to post that! Sorry I wasn't clear enough. The shape I was trying to do is the one you made in your third example, and to be honest I also used booleans and cleaned it up to make this. 

    My question is, given that the horizontal cyl is beveling, I think it's impossible to have the vertical cyl match its verts with the edges of the horizontal cyl (like they would if we were merging two straight simple cyls together, as in you first example)...right? So that makes it kinda impossible to achieve a shape like this without doing some manual tweaking...right?

  • wirrexx
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    wirrexx quad damage
    Justo said:
    @wirrexx , thank you for taking the time to post that! Sorry I wasn't clear enough. The shape I was trying to do is the one you made in your third example, and to be honest I also used booleans and cleaned it up to make this. 

    My question is, given that the horizontal cyl is beveling, I think it's impossible to have the vertical cyl match its verts with the edges of the horizontal cyl (like they would if we were merging two straight simple cyls together, as in you first example)...right? So that makes it kinda impossible to achieve a shape like this without doing some manual tweaking...right?

    But could've been that you used to many segments. Using right amount of Geo would make the bad "shades" less visible. Yeah, manual tweaking is almost inevitable when it comes to curvy surface. =) 
  • richardbroberts
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    richardbroberts polycounter lvl 3
    Hi everyone, 

    I am having some issues modeling this shape. The white circled area have some shading issues from my cuts. I need that extruded shape to be sharp but can't seem to get the rest of the shape smooth and clean .

    Any ideas?



  • Klim3D
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    Klim3D polycounter lvl 6
    That's how I work, ask your critics? ). Thank you..
  • wirrexx
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    wirrexx quad damage
    Klim3D said:
    That's how I work, ask your critics? ). Thank you..
    I applaud youm it turned out good! 
  • Kroma!
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    Kroma! polycounter lvl 9
    Hi everyone, 

    I am having some issues modeling this shape. The white circled area have some shading issues from my cuts. I need that extruded shape to be sharp but can't seem to get the rest of the shape smooth and clean .

    Any ideas?


    Try relaxing the two loops you've got causing the pinching.
  • Cbonez888
    I apologize if this has been covered in this post, there's alot to go through.

    I've been spinning my wheels over this for a bit and I'm looking for a cleaner approach and solution. So my issue is supporting the inside bottom edge on both cut outs on my model. Some issue's I've run into when trouble shooting:

    More geo - Makes it much more difficult to maintain the proper shape in the corner
    Adding support edge under the bottom of the cut out - messes with the shape of the curvature as it makes it's way around the base.
    Fencing all of it in - again, if on the corner it messes with the roundness of it and same with the rest of the base if I wrap it around.

    Now, I'm kinda ok with the corner results, it's the least noticeable pucker I can get, I've used n-gons in there too. But when trying to replicate that method on the box cutout i'm getting more of a pucker that can't be ignored.

    How would you guys/gals approach this shape?
    How do I go bout this for a clean (quad) way?

    I realize I could add more geo and average normals and wouldn't even need a high poly but this project is to test my efficiency and solving issues like this is important to my development. 

    PS - I haven't finished supporting the model as those parts have no effect on the part of the model I'm focusing on.

    Thanks



  • Klim3D
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    Klim3D polycounter lvl 6
    Hi to all. Look what I got:


  • Ladygrace
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    Ladygrace polycounter lvl 5
    I need help to fix an issue of puckering on the corner where i beveled. When i smooth it i get some issues showing.

    Left is showing the topology and the right shows the issues once it is smoothed.
    How do i fix this issue of the the puckering?

  • 1813
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    1813 vertex
    Love the new thread description, still dem shapes was good.

    Anyhow. I want some help with this sorry i can't post the model geometry won't have access to my computer for a little while.

    I'm trying to do the intrude on the other side that is on the slope around the trigger guard and the problem is when ever i smooth the object it then makes the edges for that intrude rounded and if i break the edges it will effect the trigger guard curvature.

    My Polyframe

    The Original reference.


  • PoseiDon
  • 1813
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    1813 vertex
    The actual geometry, It has a ngon for now.
    Scrapped, Consider this problem solved found away around it by breaking a few edges and adjusting it to keep the curve still would like to know a better way than doing that.

  • Garasin
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    Garasin polycounter lvl 10
    Hey people,

    Just wondering how you guys would go about creating some industrial plastic wrapped bottles like this...



    It's more so the plastic wrap itself that's giving me trouble, my initial thought was to create a rough base mesh around the bottles and then manually push and pull the shape to fit snugly around the bottles in zbrush, then go onto sculpting the tension lines and such but that's very fiddly as the plastic intersects with the bottles themselves since the plastic is fairly thin and has to adhere to the overall shape of the bottles very closely. I'm just wondering if there is a better way to go about it?

    Any help would be great!
    Cheers
  • wirrexx
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    wirrexx quad damage
    Garasin said:
    Hey people,

    Just wondering how you guys would go about creating some industrial plastic wrapped bottles like this...



    It's more so the plastic wrap itself that's giving me trouble, my initial thought was to create a rough base mesh around the bottles and then manually push and pull the shape to fit snugly around the bottles in zbrush, then go onto sculpting the tension lines and such but that's very fiddly as the plastic intersects with the bottles themselves since the plastic is fairly thin and has to adhere to the overall shape of the bottles very closely. I'm just wondering if there is a better way to go about it?

    Any help would be great!
    Cheers
    modell the bottles, make a copy. Export to zbruhs, use Dynamesh to "fuse" them togetherand sculpt the details on top of it! =)
  • cookedpeanut
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    cookedpeanut polycounter lvl 13
    That, or he could make a cloth simulation within MD or in his default package and then sculpt the creasing on the edges.
  • 1813
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    1813 vertex
    Garasin said:

    Model your coke bottle in Maya, then GoZ it to ZBrush.

    Also, What happen to this thread being about geometry not how do i make this object? Or was it moved.
  • wirrexx
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    wirrexx quad damage
    Ladygrace said:
    I need help to fix an issue of puckering on the corner where i beveled. When i smooth it i get some issues showing.

    Left is showing the topology and the right shows the issues once it is smoothed.
    How do i fix this issue of the the puckering?

    can't really help you without seing the rest of the modell..
  • Ladygrace
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    Ladygrace polycounter lvl 5
    wirrexx said:
    Ladygrace said:
    I need help to fix an issue of puckering on the corner where i beveled. When i smooth it i get some issues showing.

    Left is showing the topology and the right shows the issues once it is smoothed.
    How do i fix this issue of the the puckering?

    can't really help you without seing the rest of the modell..
    Here is a picture of what the model looks like. I was hoping not having to bevel to the center as i am guessing there is a way to fix it at its current point to fix the puckering that is happening.

  • ekul
    I'm having trouble with a PS3 controller's grips.



    First image is my blockout (right) and the working mesh (left), where I've done a simple extrusion for the grips. However, doing it this way is making it difficult to get the right shape. What's the best way to handle multiple transitions and intersections like this? Am I on the right track and lack of experience is getting in the way or is there a more efficient method? Thanks.



  • wirrexx
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    wirrexx quad damage
    ekul said:
    I'm having trouble with a PS3 controller's grips.



    First image is my blockout (right) and the working mesh (left), where I've done a simple extrusion for the grips. However, doing it this way is making it difficult to get the right shape. What's the best way to handle multiple transitions and intersections like this? Am I on the right track and lack of experience is getting in the way or is there a more efficient method? Thanks.




    Can't quite remember who did this, but this is further back in the forum. Please guys, before you put up your models, take look through the thread =)
  • TheWiredFrame
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    TheWiredFrame polycounter lvl 7
    Ok, I just got started in Blender (my only previous experience is messing around a few times with tutorials for 3dsMax and Milkshape a few times over the years... so mostly a complete beginner but hopefully picked up a few useful things up to now) and I had the idea of doing a low poly B-2 Spirit. The idea being to make it kind of faceted rather than smooth like it is in real life, almost like a B-2 with the style of an F117, with flat shading like something out of a 3D Amiga game. Both because I like the idea stylistically, and because it makes things easier for a first project in Blender when I'm using a bit of artistic license and don't have to adhere to reality too much...

    I've just encountered a problem where I want to taper the wings in the Z axis a bit, and long story short I can't figure out how to add an edge to a shape exactly parallel with another shape. Yes, in practice for this case I could just use the Knife and make it look close enough, it might not even be any harm for it to be at an obviously different angle on purpose, but mostly I just want to know: how would I make an edge where the arrow is pointing when I have a vertex on one side and I want to make a vertex on the other side so the edge is at the same angle as the circled edge?



    Is it some setting for the knife tool? Or perhaps some way of duplicating the edge I already have? I tried to think of a few ways but I'm out of my depth at the moment...

    Also, I wouldn't mind a few tips on how to model a B-2 in general while I'm at it. Here's the general shape:

    So far my plan is to model the shape of the wings, so basically create an outline of the whole plane from above, then probably create 3 boxes on top aligned with the wing shape and then deform them to create the look I'm going for. Does that sound sensible? Another idea I had was to extrude the engines and cockpit from the wing shape by some form of edge creation but separate boxes seems simpler and less destructive to me.
    Unshown in the image is the kind of rounded underside, which I assume could probably be accomplished similarly; create a box with enough edges and move them around a bit. Doubt it'll be quite that easy but learning something new like this never is ;)
  • Garasin
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    Garasin polycounter lvl 10
    That, or he could make a cloth simulation within MD or in his default package and then sculpt the creasing on the edges.
    Hey,

    Thanks for the replies. I went the the MD route and manged to end up with something I liked! Thanks!
  • B-Cinos
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    B-Cinos polycounter lvl 12
    Hi there hoping I can get a solid answer or a good push int he right direction of how to solve this.
    Basically  i'm struggling to figure out the best way of tackling how to Model and texture type of curly/afro type Hairstyle to current Gen standards. Preferably something with a workable within UE4 and it's material editor if possible.(I am open to solutions in other Reatime packages.)





    I'm creating a likeness bust of the guy above and cannot figure the best method. because of the nature of curly/afro hair, I couldn't find how to make planes work for this type of hair or if they could work. I thought of using cylinders potentially due to how the tips looked but that would likely be way to costly. perhaps shell and fins maybe a possibility, i'm really confused about the best course of action.

    I've seen images of the same genral look of it in games like NBA2K16, I get that the engine is different but It must be possible in some way.




    Thanks in advance for any replies





  • ekul
    @wirrexx Thanks, but that's not exactly the issue I'm having. It's getting the shape of the grip correct in all dimensions, for some reason it's proving really difficult to get that side curve whilst retaining the capsule shape of the top view and the flat part with the lip on the bottom. I've modelled it flat from the side to get the curve and then worked on the top view and vice-versa but to no avail. 

    I found an old thread in which you yourself were having difficulty with a PS3 controller, how did you end up solving it?
  • ekul
    @Ladygrace Try running another support loop around the base of the pyramid to contain the pinching to a smaller area. 
  • Ladygrace
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    Ladygrace polycounter lvl 5
    ekul said:
    @Ladygrace Try running another support loop around the base of the pyramid to contain the pinching to a smaller area. 
    I done what you said and it worked well, although i had to fix a little bit of geo and bevel a bit more geo for it to work out and remove the puckering.
    This is the end result of fixing it

  • Ushiro
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    Ushiro polycounter lvl 3
    Hi everyone, I wonder how do you start and build Spiky hair manga like in Kingdom hearts or some for game like that ?Thanks a lot :)
  • TheWiredFrame
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    TheWiredFrame polycounter lvl 7
    Continuing on with my B-2 model in Blender... I'm wondering how to go about another approach for sectioning off the wingtips. In the following image, I have an edge going from 1 to 2, but what if I wanted to have the edge continue on until it reaches the hypothetical vertex at 3 where the edge would follow on to meet the edge on the other side? Is there a way of making the knife tool continue past the 2nd vertex so it would cut straight through the rest of the model? i.e. Select knife tool -> Click on 1, click on 2, and an edge appears going from 1 to 3. Something like that.
    Seems like it should be quite straightforward to do when you know how... but I haven't been able to figure out yet and I don't know what to search for.

    Another thing is if I want to make the green lined edge chamfered like I remember was easy to do in 3dsmax. Bevel doesn't really work and just results in a mess. I'm not sure if maybe that has something to do with how I constructed the shape (trying a loop cut looks very strange too) or if that just isn't what I'm looking for.
    Also I've noticed that how all of the edges come together like a fan at the nose of the plane is probably problematic for doing any kind of rounding of the edges since that would make the area around that single vertex quite messed up looking... so perhaps I would have to reorganize the structure by adding some more vertices in some way but even still I can't figure out how you're meant to "chamfer" in Blender even after spending some time searching on Google.
  • 1813
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    1813 vertex
    Question.

    How many of you guys use crease tool? I started playing around with it after a friend recommended it to me. The workflow i use is tactical cuts and then followed up by making adjustments to the smooth so you don't lose detail but creases do the same thing however the middle mouse button is a pain.

    Is there a faster way to do it

  • ekul
    Can anyone offer advice on things to focus on whilst practicing hard surface shapes? I've been modelling a range of different objects for the past couple of weeks but I want to make sure I'm actually improving my fundamental modelling skills and not just solving the specific problem at hand.
  • anaho
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    anaho polycounter lvl 8
    Shinigami said:
    Justo said:
    Haven't been able to find a clean and easy way to do this shape, which I'm sure for some artists it must be a daily thing they do.

    It's a union between two cylinders, only one of them is beveling inwards at that area. Here's how I did it, and in the second image I ramble my doubts when doing this. Is there any way to do this without resolving to cutting the problem area by eye? 






     i think you guys misunderstood. I struggle with that shape too. So basically he is asking what the best way is to join these two cylinders together by retaining the top ones smoothness and the bottom ones hard edge. Lets make it a challenge!
  • anaho
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    anaho polycounter lvl 8
    I think the bet way is to keep it it simple by not starting with to many sides and just use booleans.
    Then use symmetry and do the clean up on half the model.
    I think once it shades correctly it does not really matter if there are ngons or tris unless you want to sculpt.
    Of course it is a great help if the program lets you set cylinder sides aribtrarily.
    This is a different object but the problem at hand is basically the same.
  • anaho
  • PrimePriest
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    PrimePriest polycounter lvl 3
    Greetings gentlemen,

    I got what is probably very lame question. How do I fix this topology? 

    Marked triangles don't smooth nicely and I assume it would be pain to add support loops later. I modelled this particular sloped shape by extruding the cylinder straight and then cutting slope with spline slice (which resulted in said triangles). Perhaps there is a better way to model this slope while maintaining cylindrical curvature?
  • LaurentiuN
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    LaurentiuN polycounter
    Greetings gentlemen,

    I got what is probably very lame question. How do I fix this topology? 

    Marked triangles don't smooth nicely and I assume it would be pain to add support loops later. I modelled this particular sloped shape by extruding the cylinder straight and then cutting slope with spline slice (which resulted in said triangles). Perhaps there is a better way to model this slope while maintaining cylindrical curvature?
    First you need an edge loop like this and after that fix the triangles.


  • TheWiredFrame
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    TheWiredFrame polycounter lvl 7
    I decided to try modelling an AR-18 lately because I think it looks badass, but I've had a lot more trouble with the handguard than I thought I would.
    Here's a picture of the gun in question:


    As you can see, the handguard appears somewhat triangular, not unlike that of an M16A1, but definitely not identical and I just can't quite grasp how to make the correct shape. Part of the problem being that I'm not even 100% sure what it's meant to look like. Broadly speaking it seems like a sort of prism with rounded corners, but it seems to skew in some ways that the M16 doesn't. That bit on the left where the edge seems to fold forward slightly is giving me problems in particular.

    It's very hard to impossible to find a picture from directly in front, and the AR-18 is understandably quite an uncommon gun so pictures in general are a bit sparse.
    I've found some perspective images, some of the best are from scale models, such as this one based on its use in The Terminator:


    From this angle, it looks a bit more squarish or cylindrical... assuming the pictures are even meant to depict the exact same handguard.
    This image here shows the top, with a flat recess and some holes in it, as well as reasonably good view of the sides, unfortunately from an angle:


    TBH, I may just go with some kind of compromise or pretty much invent my own approximation that I'm semi-happy with, and I really never intended to have any great degree of detail in this model; I just thought it would be fun to model a quick AR-18 to help learn Blender, but I'm curious as to what might be the most logical ways to approach such a shape (and add the fine details if necessary).
  • demigodssw
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    demigodssw greentooth

    Hi guys sorry for a noob question but can u help me out a bit plz :)
  • Pedro Amorim
    I decided to try modelling an AR-18 lately because I think it looks badass, but I've had a lot more trouble with the handguard than I thought I would.
    Here's a picture of the gun in question:


    As you can see, the handguard appears somewhat triangular, not unlike that of an M16A1, but definitely not identical and I just can't quite grasp how to make the correct shape. Part of the problem being that I'm not even 100% sure what it's meant to look like. Broadly speaking it seems like a sort of prism with rounded corners, but it seems to skew in some ways that the M16 doesn't. That bit on the left where the edge seems to fold forward slightly is giving me problems in particular.

    It's very hard to impossible to find a picture from directly in front, and the AR-18 is understandably quite an uncommon gun so pictures in general are a bit sparse.
    I've found some perspective images, some of the best are from scale models, such as this one based on its use in The Terminator:


    From this angle, it looks a bit more squarish or cylindrical... assuming the pictures are even meant to depict the exact same handguard.
    This image here shows the top, with a flat recess and some holes in it, as well as reasonably good view of the sides, unfortunately from an angle:


    TBH, I may just go with some kind of compromise or pretty much invent my own approximation that I'm semi-happy with, and I really never intended to have any great degree of detail in this model; I just thought it would be fun to model a quick AR-18 to help learn Blender, but I'm curious as to what might be the most logical ways to approach such a shape (and add the fine details if necessary).
    https://www.youtube.com/watch?v=8aXUVjRvKRo

    Videos are a good way to look for reference :)
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