Ill try that again as soon as I can, thanks for the data perna, appreciated. Would love to hear from Paul Pepera himself to see his workflow Seeing how complex and intrincate his pieces are Im assuming it should be a similar technique since it should be very fast with as little manual tweaking as possible.
Yes I know he has very good industrial design skills, VERY GOOD indeed, and a lot of taste. Just tried to replicate that shape and it was giving me a hard time, thought it has to be a better and faster way/workflow/technique.
Thanks dude. I am tryin to do it with capsules since its the most similar to the final shapes and are parametric (so I can adjust segments ad stuff parametrically inside the proboolean object) And Ive tried with much less geo and it aligns even less. Im having a mental block in here, this shape is driving me nuts. Thankfully there is a napalm death concert im attending in a couple of hours so I can clear my head lml
Just like how perna said you can create any shape, you can create a quad sphere quickly by simply creating a cube with equal dimensions, apply a turbosmooth with at least 2 iterations, and spherify That script just skips these steps. Probably more convenient
Yes I know but he seems to be using something that is more easily parametric than a spherified cube or a turbosmoothed spherified cube or whatever. Thanks!
Heres what Ive got after a quick test squeezed at work Not as good as what Mr. Perna did but WAY BETTER than what I had before. Im well aware that It has some minor flow and topology issues but nothing really important, also a tri and a ngon here and there but it subdivides decently for the purpose I intend to. Thanks Perna, I could kiss you :pleased:
I am still new at polymodeling myself so excuse me if this seems like a lazy request but i can assure you that it is definitely not . I am simply asking for advice on "how" to approach this model from a low poly perspective, how is that not considered technical advice/workflow related ? I will post my effort once i get home so it becomes more clear what my issue is. Thanks.
I only asked for a written advice but alright, point taken! I agree on your last statement and will definitely keep it in mind from now on. Thanks for shaking me up a bit, it is good to dive into the deep.
Attempting to do the Boolean method on Maya but unfortunately Maya's Boolean system is not as streamlined as Max's.
If you have some $$, grab the KTools Boolean Toolset for Maya. While I have been cutting booleans for awhile in Maya, this has made the process much more enjoyable and interactive. I highly recommend it.
Attempting to do the Boolean method on Maya but unfortunately Maya's Boolean system is not as streamlined as Max's.
If you have some $$, grab the KTools Boolean Toolset for Maya. While I have been cutting booleans for awhile in Maya, this has made the process much more enjoyable and interactive. I highly recommend it.
Hi, everybody! Help as it is better to make here, I made here so, can who will prompt how to make for achievement of the best result!:)I applied double turbosmoth.
Hi, everybody! Help as it is better to make here, I made here so, can who will prompt how to make for achievement of the best result!:)I applied double turbosmoth.
You need more segments on the cylindrical piece, or in other words, add more geometry.
I tried to repeat this geometry it turned out not really qualitatively, I didn't use proboolean, cut out everything the cut tool with a binding on face:) somebody can make a step-by-step management of a photo how you do?!
@Dz1986 i think @perna explained very well how to do it in the previous page.
I agree with you! so everything is clear, everything turns out I can't achieve such result as on at it. I badly read in English I use on-line the translator, and he crookedly translates:) you won't sort plainly: (You can make the picture when to apply proboolean.
It is impossible to me with these cylinders (((I can not correctly I build loops? before at a forum wrote that it is necessary to increase quantity of sides at the cylinder!. The result better made 30 sides but it isn't ideal, in general probably to achieve the acceptable result from 20-30 by the parties at the cylinder? Help please council!
Hello dear Modelers, I v done a robot concept and I made eyes with proboleans. My issue is that I had to connect edge into triangle and when I turbosmooth it, its become really ugly. Like that. Any way to fix it easily without redoing the mesh? Or even another, cleaner way of doing it instead of proboleans? Thanks in advance
Perna? Who te f* is Perna.. please use the right term. "More Geo = Correct Geo" & "Perna =God" .. This thread should be called Perna a.k.a God, I pitty the fool with to much geo.
I'm looking for some general advice on this kind of shape. I am trying to cut a rectangular inset into a curved surface, and I have never found a good way to avoid the "pinching" around the corners. How do I get sharp corners on the inset, but not have those pinched lines extend from the corners? I have just tried spreading out the supporting edges as they move away from the inset, but it still results in a weird little pinch, and I guess I hope there is a better way to do this in general.
@Rekov if you want to achieve that: this is what i quickly came out with, at 2am in the morning probably its not "THE" perfect way todo, but for me its still working until now.
i simply add a bit more geometry to hold the edges, than inset and double smooth for even more controlled loops.
Thread OPs are 'stickyable' on every page now right? It'd be cool if EQ did that and updated the OP with big green letters and image guides of some simple solutions for common problems
Thread OPs are 'stickyable' on every page now right? It'd be cool if EQ did that and updated the OP with big green letters and image guides of some simple solutions for common problems
That sounds like a great idea, I'd be down to help make some if need be. Shit, I don't even think that'd be necessary because I see some of the same problems solved at minimum once a month.
Seriously guys, I've had enough. This thread is enormous. It's not fun to scroll through 127 pages to try and find someone who had the same problem, and a solution to, what you are having trouble with.
I've created a Pinterest album that includes a lot of these solutions all in one place, because I couldn't find anything like that anywhere. Feel free to message me or post any solutions you've seen that should be in there and I'll add them. It's not perfect, but at least it's something better than this format. https://www.pinterest.com/Makkon06/hard-surface-topology/
I dont think people even know these exist and also there are to lazy to search for there specific solution in over 100 sides. Mostly there are here for the first time and want a quick answer to go ahead. I could imagine how boring it is to answer the same questions day after day for years, but there is no solution i thinks. Like i said, the most people are to lazy for researching, its easier to ask people todo there stuff
Edit: Im here on this thread just for a few week, and i also recognize how ofter there is the same question, but for me right now its not that hard. But i do understand you. All day every day the same questions, thats not the meaning of this thread. Hopefully someone knows a good solution for this.
Hey now, I want quick answers too. That's why I made that collection, and told people about it. I don't want to navigate a massive thread to find only a single solution. When people answer repeat questions with "this has been answered, go back 50 pages" it reveals to me that the knowledgeable don't want to navigate this thread either. Nobody does. They want solutions and results, and I do too.
Quick note, many of the older resources in this thread, and on the wiki, are full of broken images. Might be best from now on to upload resource images directly to polycount in the post so they don't break later with bad hosting.
Replies
Would love to hear from Paul Pepera himself to see his workflow
Seeing how complex and intrincate his pieces are Im assuming it should be a similar technique since it should be very fast with as little manual tweaking as possible.
Just tried to replicate that shape and it was giving me a hard time, thought it has to be a better and faster way/workflow/technique.
Any Input? Anyone?
thx!
And those edges on the bottom do match at the top of the object (sorta) where both intersect.
I am tryin to do it with capsules since its the most similar to the final shapes and are parametric (so I can adjust segments ad stuff parametrically inside the proboolean object)
And Ive tried with much less geo and it aligns even less.
Im having a mental block in here, this shape is driving me nuts. Thankfully there is a napalm death concert im attending in a couple of hours so I can clear my head lml
Im open to more suggestions.
With Qued Sphere you mean this script here ( http://www.scriptspot.com/3ds-max/scripts/quad-primitives ) or did you used another thing?
Maybe this one: http://www.scriptspot.com/3ds-max/scripts/quadsphere
Thanks you so much dude!
Cheers!
That script just skips these steps. Probably more convenient
Not as good as what Mr. Perna did but WAY BETTER than what I had before.
Im well aware that It has some minor flow and topology issues but nothing really important, also a tri and a ngon here and there but it subdivides decently for the purpose I intend to.
Thanks Perna, I could kiss you :pleased:
I could use some help with LowPoly modeling of this shape. Handle + Rose/flower detail. Any tips or examples are appreciated:
https://gumroad.com/klaudio2u
i think @perna explained very well how to do it in the previous page.
30 side - double TurboSmooth.
You're thinking about it too much. I used a 44 sided cylinder for this.
or you can just use n-gons. It's not noticeable.
I v done a robot concept and I made eyes with proboleans. My issue is that I had to connect edge into triangle and when I turbosmooth it, its become really ugly. Like that. Any way to fix it easily without redoing the mesh? Or even another, cleaner way of doing it instead of proboleans?
Thanks in advance
This thread should be called
Perna a.k.a God, I pitty the fool with to much geo.
Something like this? It still seems like there's a little pinching, but maybe I just have to do some manual fine tuning on it.
@Rekov if you want to achieve that: this is what i quickly came out with, at 2am in the morning probably its not "THE" perfect way todo, but for me its still working until now.
i simply add a bit more geometry to hold the edges, than inset and double smooth for even more controlled loops.
We need a popup when people enter this thread, that just says "add more geo" with only 'OK' as an option
I've created a Pinterest album that includes a lot of these solutions all in one place, because I couldn't find anything like that anywhere. Feel free to message me or post any solutions you've seen that should be in there and I'll add them. It's not perfect, but at least it's something better than this format.
https://www.pinterest.com/Makkon06/hard-surface-topology/
Thanks.
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling#Primers
There's also How u model dem shapes (Image Ripped). There's some really nice stuff in here as well. Even full projects (tanks, guns, etc!)
http://polycount.com/discussion/157205/how-u-model-dem-shapes-image-ripped
thank you all for this great collections!!
I dont think people even know these exist and also there are to lazy to search for there specific solution in over 100 sides. Mostly there are here for the first time and want a quick answer to go ahead.
I could imagine how boring it is to answer the same questions day after day for years, but there is no solution i thinks. Like i said, the most people are to lazy for researching, its easier to ask people todo there stuff
Edit:
Im here on this thread just for a few week, and i also recognize how ofter there is the same question, but for me right now its not that hard. But i do understand you. All day every day the same questions, thats not the meaning of this thread. Hopefully someone knows a good solution for this.
Quick note, many of the older resources in this thread, and on the wiki, are full of broken images. Might be best from now on to upload resource images directly to polycount in the post so they don't break later with bad hosting.