Hi guys! Hopefully this is the right thread for this.
I sculpted this head and body separately, and I'm trying to figure out the best way to combine them. They are both already UV'd and textured, so I'd like to avoid something super destructive like dynamesh, but I'm not sure what the next best way to do it is.
Polaroid: What's keeping you from just modeling it out manually? That's a very cool head, looks like Georges St-Pierre.
Thanks man it is GSP, actually! Ha, good eye.
Since there is a pretty big difference in poly count between the head and body, I guess I'm unsure what the best practice is for combining them. I could delete some loops like this and start moving things around and bridging. I'm worried that I'd need way too many awkward tri's all where the neck would deform
I know this has already been covered in this thread, but I can't for the life of me remember what it's called, so I haven't been able to search for it. What is this diamond grip pattern called that shows up on all sorts of weapons? As I say, I know this has already been covered because I saw it on here. I just need to find it.
Thank you, and you're definitely right! I am generally not such a fan of tradition poly modeling when I don't need it, so this is definitely not easy work for me ha. It was surprisingly fun trying to move things around and make stuff fit just now.
It looks horrible, but here's an update! I already finished the high poly/textures/UVs, so I'm worried about changing the mesh around too much. I have the head on a separate UV space than the body.
The main thing now is that the normals are all atrocious looking where the transition is
I know this has already been covered in this thread, but I can't for the life of me remember what it's called, so I haven't been able to search for it. What is this diamond grip pattern called that shows up on all sorts of weapons?
I have no idea what im doing... I used to be so good at modelling and now I feel shit. I have never done any high poly hard surface modelling so this is where I learn it I guess xD
Deathstroke, you feel like shit because you aren't good at something you've never done before? NONE of us are good at something we've never done before.
Man up and work harder. Perfect practice makes perfect.
I know I know :P I've had a pretty terrible week so I am going to start over.
Thank you so much sir Perna. Could you approve this structure? Geometry looks a bit weird because I tried to preserve these vertical edges of original cylinder (looks better this way). I asked you specifically because I love you.
Like some other members have said on here, you need to get your basic shape down, get your proportions matching andfocus on the topology so that it can help you as you progress into the next levels of details. Do not be afraid to add polygons, You should get familiar with your tools: loops, extrudes, bevels. They are all great tools that will get you started in matching the level of details in your concept image.
Howdy! I've been working on this Han Solo blaster, and I'm at a bit of a loss when it comes to modeling the handle. Trying to model the lip at the top and the overall curvature seems to keep leading me down the dark path of ugly non-planar polys. Any tips would be super appreciated. I'm also feeling a little iffy on the area around the trigger.
Its just that I do sci-fi modelling like props and environments but this indie team wanted to hire me and they are asking me to do something that takes a lot of time instead of using the simple method I use to flush out lots of models (what i made was done in a week and is on my portfolio). So yeah I am going to avoid them and practice Hard Surface stuff for an entire week.
Howdy! I've been working on this Han Solo blaster, and I'm at a bit of a loss when it comes to modeling the handle. Trying to model the lip at the top and the overall curvature seems to keep leading me down the dark path of ugly non-planar polys. Any tips would be super appreciated. I'm also feeling a little iffy on the area around the trigger.
Looks like you want to model this gun in one piece. But why? Look also exactly on the grip. Its not just one piece of geomety. This would make your life easier i think.
I know this thread is just for shape questions, but i want to let you know that maybe something is coming up.
Looks rad, I'll keep my eyes out for it. Though one thing I've never understood when some of these plugins/scripts get released is why people seem to believe that now that something can keep booleans less of a bitch to clean up, they can just throw essential 3d skills out the window. This will speed up people's workflow for sure, but it never made sense to not add these tools to a tried and true workflow instead of replacing the entire thing with just this plugin. Just my say on the matter.
I know this thread is just for shape questions, but i want to let you know that maybe something is coming up.
Looks rad, I'll keep my eyes out for it. Though one thing I've never understood when some of these plugins/scripts get released is why people seem to believe that now that something can keep booleans less of a bitch to clean up, they can just throw essential 3d skills out the window. This will speed up people's workflow for sure, but it never made sense to not add these tools to a tried and true workflow instead of replacing the entire thing with just this plugin. Just my say on the matter.
@Beardsley: Thanks for the example model! Maybe I'm being a little uptight about the non-planar quads. Looks like you pushed some verts around on the bulbous part and got some good results in the smoothed version.
@MaxHoek@The Rizzler: The wooden parts are actually separate. I just haven't given them any of that rounding yet. That being said, I will keep your tips about using separate parts in mind.
No no sir Steen, I shouldn't have tried to help you even. I'm the worst. Senpai will never notice me. I gave you that rubbish example because I'm lazy. Here's the better example of basic shape, with clean quads just like senpai likes it. (if you want you can save the picture and rename extension to *.zip, inside you will find *.obj)
No no sir Steen, I shouldn't have tried to help you even. I'm the worst. Senpai will never notice me. I gave you that rubbish example because I'm lazy. Here's the better example of basic shape, with clean quads just like senpai likes it. (if you want you can save the picture and rename extension to *.zip, inside you will find *.obj)
Looking for a tut on making bandages and wraps, I'm trying to do a bandage wrap for a barrel and my workflow is terrible and i know there has to be a better way.
Looking for a tut on making bandages and wraps, I'm trying to do a bandage wrap for a barrel and my workflow is terrible and i know there has to be a better way.
If you want it to be accurate you'll want to equally space out the segments of the base cylinder.
The trick to making this shape work is simply to move the extrusion slightly inwards on the surface, away from the edges. That way the construction of the cylinder will in no way be affected by the extrusion and you can model it out any way you want, with pretty much zero difference in design.
perna, thanks for the quick reply. If I understand you correctly.
Skey, no. Look at the segments of your cylinder. They are not equidistant. The two up top and the two at bottom deviate. You have made it like this to accommodate the protuding shape. This is wholly unnecessary. Make all the segments equidistant, the way they are on a default cylinder primitive. there's no reason why the protusion should interfere with the distance between the segments.
Okay... It's me again. I think it looks better now. Thanks a lot!
@Beardsley: Thanks for the re-do. I wouldn't have thought to use a smoothed cube as my base geometry. That's definitely going to do the trick. You rock. Senpai will notice you.
Curves, I'm getting something to follow a curve, its a band of material that I'm wrapping around the object but the curve seems to be doing this on the corners.
Maya 2013 Edit Testing a normal circle curve does this as well.
Curves, I'm getting something to follow a curve, its a band of material that I'm wrapping around the object but the curve seems to be doing this on the corners.
Maya 2013 Edit Testing a normal circle curve does this as well.
Nah, I've got about 1,000 polygons for that cube running the length of an object that's about 500. Here's the object normal's before attached to the curve with motion paths.
Followed and Attach to curve.
Edit: If you don't believe me, give it a go with a default circle curve and get a cube to follow it.
Replies
thank you all.
really interested to know how would you do the lens material.
thanks again..
Also I completely forgot for some reason that you can use shell modifier to create such a shape, my bad.
Also to make a lens material depends on what your output is. (UE4, toolbag, Vray, Blender's material system, etc...)
I sculpted this head and body separately, and I'm trying to figure out the best way to combine them. They are both already UV'd and textured, so I'd like to avoid something super destructive like dynamesh, but I'm not sure what the next best way to do it is.
Here are a few views of the model:
Thanks for any help guys!
Since there is a pretty big difference in poly count between the head and body, I guess I'm unsure what the best practice is for combining them. I could delete some loops like this and start moving things around and bridging. I'm worried that I'd need way too many awkward tri's all where the neck would deform
It looks horrible, but here's an update! I already finished the high poly/textures/UVs, so I'm worried about changing the mesh around too much. I have the head on a separate UV space than the body.
The main thing now is that the normals are all atrocious looking where the transition is
#
should I maybe start over? IDK
Frame it bro.
Pedro
There is a great tutorial series by Grant http://masteringcgi.com.au/course/mastering-hs/ and also another great series by Paul Conner on Digital Tutors
http://www.digitaltutors.com/11/tutor.php?id=213788
Like some other members have said on here, you need to get your basic shape down, get your proportions matching and focus on the topology so that it can help you as you progress into the next levels of details. Do not be afraid to add polygons, You should get familiar with your tools: loops, extrudes, bevels. They are all great tools that will get you started in matching the level of details in your concept image.
pretty hyped for that! what do you guys think?
I know this thread is just for shape questions, but i want to let you know that maybe something is coming up.
@MaxHoek @The Rizzler: The wooden parts are actually separate. I just haven't given them any of that rounding yet. That being said, I will keep your tips about using separate parts in mind.
(if you want you can save the picture and rename extension to *.zip, inside you will find *.obj)
If I understand you correctly.
It's me again. I think it looks better now. Thanks a lot!
Maya 2013
Edit
Testing a normal circle curve does this as well.
Here's the object normal's before attached to the curve with motion paths.
Followed and Attach to curve.
Edit: If you don't believe me, give it a go with a default circle curve and get a cube to follow it.