How to remove these braces without increasing geometry?
Uneven geo to begin with, the spaces bethween the edges that follows that curve needs to be evened out more to be able to hold that geometry. Please, if possible, start from the first page and take a look at a lot of the stuff out there, and save some of the best tips. because this question is getting to regular. to often and to much. I dont mean to sound pissed or crazy, but this question is probably the most common one.
fast ex on my version, try to even out the edges. planning out your cut before doing it (blockout blockout blockout) .
Do not understand what needs to be done in this specific case, the red
line should be remove? What you have shown so I would have done, but
this is different.
Hi! Hopefully a quick and simple question: I'm having trouble with Maya's Bevel Tool. In 3ds-max, chamfering an edge inserts a triangle to keep adjacent edges straight which is what i want.
However, the bevel tool in Maya acts differently and offsets the edges making it a pain to manually have to adjust the vertices. Is it possible to achieve the same result as in the image above?
hey, i was wondering if theres a workaround for this. Basically when I collapse two verts to create a support loop, it gets deformed and moving it out etc is inaccurate and leaves "dents" especially on deformed meshes. As you can see after i collapse it, it deformes and causes artifacts. Is there a cleaner way?
Hi all, So this is how I create hard L shape crease on curved surface Need some further advice if this can be solved in a better way (without open subd / smooth group methods though those are easy ) Also in second picture from top, that kind of face deformation (highlighted face) acceptable or not?
Hell ocd took over I manually adjusted vertices too.
and I have a slight pinching if viewed from top at an angle.
*edit* Update
So moved more vertices around to give support around pinched area and its solved. Note I am doing manual edge extrude modelling and would like to know if there is any script out there that smooths out faceted polygons.
HAWK12HT after reviewing what you posted several times I cant identify what the problem is. The subdivided mesh looks decent enough. Remember, if it looks good... who cares!?
@rage288 haha well yea if it looks good it looks good. Though in 6th picture you can see the problem I had with creating hard crease (L shaped) if you look at extreme angle like in pic you see noticeable pinching. However I resolved it by moving the supporting loop vertices to relax the pinching.
Ho ho ho, Merry One-Day-After-Christmas guys! As you may be able to tell, I am a total newbie to this sight. Saw it a 'couple days ago and only now have I realized how badly I need to join it. The community here seems awesome, the meshes made here are even more rad, and so much more I have yet to discover. Anywho this is going to be my first post where I gotta ask if anyone can tell me how the f*#% I model this?
I understand everything up until part #3, but I don't know any tool in Maya that can double edges in Step #4. Any help?
@Ruflse, dunno where the quote button is in this thread... but here we go
"I'm asking how to make a lowpoly in this situation, because as I said I've never done anything more complex. With a simple asset I would just remove some loops or make a retopo for some pieces, but I'm not sure how should I handle something with that amount of loops and more irregular surfaces without destroying some parts or spending a lot of hours for a bad bake. I just want to know one way of doing it that I know will get me a good result and then continue from there, that's all."
Break it down to smaller chunks, there are no workaround and shortcuts, well there are but they apply to simple meshes as well as to complex meshes. A vastly complex model can be overwhelming, i have the same when starting a highly complex hard surface asset. I blockade myself until the point i need to force myself to start. Just go for it, pick the simpler parts and kick out loops. Carry on bit by bit, some pieces might need a retopo. most pieces will just be kicking out loops. I don't see a highly complex asset here, just many pieces. If all those are instanced this will be super simple. In general, ideally the highpoly would have been built with the lowpoly in mind. For instance if you know a cylinder will have N sides, in the lowpoly. say 8. Then make sure your basemesh has 8 sides, not 9, not 10, not 16. 16 is easier to make 8 off. But if you know it will be 8 in the end, work with 8 from the beginning.
Whoof, looks like I got a lot of responses- THANK YOU, @Zi0 for the vid! Spent a good three days trying to model this cursed changing station before I resorted to this thread, looks like it did some good :P. @perna I'll keep it to specific shapes if I ever come back here, thank you my fellow modeling brother.
mrjojo, it's customary to show your efforts. Modeling is usually about specific problems, and you will only get general answers unless you show your work.
I wanted to push myself and so made this challenge for myself and to share with others:
First paragraph is my own challenge. The second bit should be super easy but may present a good beginner's challenge.
Now I can do the geometry, a bit of touch up, and get it shading just fine. But I want to do it procedurally and perfectionist. Clean enough to pass as CAD or go home. I've searched pretty extensively through here, pinterest, perna's gdrive, etc, and could not find anything really quite matching this challenge. This is more a high level problem ensuring the modeling tools respect the desired curvature perfectly, not an issue of not knowing the geometry flow needed.
Here's my first attempt, which I knew wouldn't be what I want, but helps explain why it's hard:
The problem areas are - a) Creating support loops which respect shape 1's curvature, while keeping shape 2's profile constant. b) Drew this arrow a bit wrong. It should be nudged to the right some. Shape 2's extrusion must be constant and form/curvature respecting so the chamfering applied afterwards is also perfect. c) Inside dips inward due to insetting a curved surface.
These are essentially the same issue explained with "c": Getting the curvature of 1, while keeping the form of 2. I think this is a pretty cool and difficult challenge and hope others are interested in tackling it or offering some thoughts!
@mrjojo you moved on to adding support loops and bevels much too soon if you say you're having trouble. Also important to note that if an object looks to be separate in the concept, make sure it's separate in the model. Makes things easier to model, and easier to bake an ID mask later. Focus on clean modeling and good edgeflow, and the only way to learn how to do that is to fail on many repeated attempts. Here's my pinterest for hard-surface topology if that helps: https://www.pinterest.com/Makkon06/hard-surface-topology/
Hello guys, would love to hear your thoughts on how to model the handle of the scissor sword from the anime "Kill la Kill". I've had the rest of the sword modeled for ages but I just can't wrap my head around the curved part of the handle. I'd be happy to use dynamesh even, as long as I had a close enough lowpoly done in max first. If you want more refs directly from the anime check here too (shape changes slightly, i'd focus on the prop). Any feedback is greatly appreciated!
This is the closest I ever managed to get to the anime references. The cross sections were almost there but the round tip is another conflict area for me. Looking at it now I'm not sure why I didn't use a bend modifier on it. Modeling the prop version I showed earlier seems even more confusing to me though, at least if trying to use subdiv modeling..
The topology is really bad though on this mesh. Every time I look back at the project and try to approach this piece I get a block. Either way I'll see if I can rethink the whole piece a bit and start fresh.
I have quite new to modeling and have been trying to model this cap from this water bottle. Attached is what I am trying to model and my awful attempt. Really running into a wall trying to model this, any advice would be greatly appreciated.
@rogue1 - Not exactly the same proportions, but something like this topology would work. I started with a 1/8 cylinder. then I made a part of one side flat as on the reference, made the curve . Then I just duplicated and mirrored the slice around.
You'd just select some of the verts of that horizontal edge that goes across the middle of the cylinder and you move them down slightly to make a curve.
@Obscura I played around with moving some of the verts on the flat edge down to make a curve but I am stumped on how to get the indent that doesn't mess up the vertical straightness seen in the reference image. Sorry for my lack of knowledge, learning :P Thanks so much for helping me!!
Proportions might still not be correct, I was not really going for that! Adjust segmentation for your needs. ...
Im showing a sequence, steps after each other... - On the first one, we can see a 64 sided cylinder - other segmentations would probably work too. - On the second one we can see a 1/8th of a cylinder - since the pattern in very symmetrical... - On the third one we can see that 1/8th cylinder with an edge in the middle... that will serve the base of the detail... proportions are incorrect, adjust height and segmentation for your needs! - on the fourth one we can see that edge got chamfered - on the 5th one we can see that the edges got adjusted, i welded some of the bottom vertes to their top neightbour, then I adjusted the remained curve - on the 6th one, I pushed back the inside verts of the curve shape - very top verts and the ones below that - so I got that flat surface - on the 7th one, we see no change, I'm showing the shape from step 6 - this should make step 6 easier to understand and implement - on 8, its just symmetry, copy, rotate, symmetry... - on 9, I started adding support loops. - 9, add them inside the curved face - 10, adjust the support loops that you made inside, so they evenly follow the supported edge
I wont show the top part, that should be obvious
You should get this result after applying subdivision:
Hi, I've got problems with this mecanum wheel. My approach is quite clunky, it's two separate pieces, one bended and second cloned with array, and after that both turbosmoothed, and finally merged, welded and turbosmoothed again. After all there's some flaws. Is there a better and simpler workaround?
Hi, I've got problems with
this mecanum wheel. My approach is quite clunky, it's two separate
pieces, one bended and second cloned with array, and after that both
turbosmoothed, and finally merged, welded and turbosmoothed again. After
all there's some flaws. Is there a better and simpler workaround?
Step 1 make a cylinder with 40 sides or more.
Step 2 the rest ... duplicate rotate with pivot at center ... do the rest
Used this thing to help me have quick smooth (sneaky tease lol)
Replies
Please, if possible, start from the first page and take a look at a lot of the stuff out there, and save some of the best tips. because this question is getting to regular. to often and to much. I dont mean to sound pissed or crazy, but this question is probably the most common one.
fast ex on my version, try to even out the edges. planning out your cut before doing it (blockout blockout blockout) .
However, the bevel tool in Maya acts differently and offsets the edges making it a pain to manually have to adjust the vertices. Is it possible to achieve the same result as in the image above?
Kind regards
i was wondering if theres a workaround for this. Basically when I collapse two verts to create a support loop, it gets deformed and moving it out etc is inaccurate and leaves "dents" especially on deformed meshes. As you can see after i collapse it, it deformes and causes artifacts. Is there a cleaner way?
That is the clean way, just move the vert till there is no longer a dent.
https://www.dropbox.com/s/i3f93vezfq82d5b/test.max?dl=0
Hi all, So this is how I create hard L shape crease on curved surface Need some further advice if this can be solved in a better way (without open subd / smooth group methods though those are easy )
Also in second picture from top, that kind of face deformation (highlighted face) acceptable or not?
Hell ocd took over I manually adjusted vertices too.
and I have a slight pinching if viewed from top at an angle.
*edit* Update
So moved more vertices around to give support around pinched area and its solved. Note I am doing manual edge extrude modelling and would like to know if there is any script out there that smooths out faceted polygons.
The subdivided mesh looks decent enough. Remember, if it looks good... who cares!?
I understand everything up until part #3, but I don't know any tool in Maya that can double edges in Step #4. Any help?
Anyone know how I could make this? I only now saw that this was the main thread for modeling questions.
"I'm asking how to make a lowpoly in this situation, because as I said I've never done anything more complex.
With a simple asset I would just remove some loops or make a retopo for some pieces, but I'm not sure how should I handle something with that amount of loops and more irregular surfaces without destroying some parts or spending a lot of hours for a bad bake.
I just want to know one way of doing it that I know will get me a good result and then continue from there, that's all."
Break it down to smaller chunks, there are no workaround and shortcuts, well there are but they apply to simple meshes as well as to complex meshes.
A vastly complex model can be overwhelming, i have the same when starting a highly complex hard surface asset. I blockade myself until the point i need to force myself to start.
Just go for it, pick the simpler parts and kick out loops. Carry on bit by bit, some pieces might need a retopo. most pieces will just be kicking out loops.
I don't see a highly complex asset here, just many pieces. If all those are instanced this will be super simple.
In general, ideally the highpoly would have been built with the lowpoly in mind.
For instance if you know a cylinder will have N sides, in the lowpoly. say 8. Then make sure your basemesh has 8 sides, not 9, not 10, not 16. 16 is easier to make 8 off. But if you know it will be 8 in the end, work with 8 from the beginning.
@PolycountCounter
you can not be serious...
here is a short video about the basics: https://www.youtube.com/watch?v=sJyFA16zWxw
Just when I was looking forward to a Dino tutorial... Is Dilophosaurus specific enough?
I want to take the sphere and duplicate it along the curve selected, I'd like to be able to control the amount of duplicates and the distance apart.
Im working on Maya 2017
If so pro tip google is your friend
Guys how do I model this ear piece? Tried box modeling but didnt quite get the desired result.
Thats how far I got via box modeling. not quite what Im intended tho. tips and advice would be more than appreciated.
First paragraph is my own challenge. The second bit should be super easy but may present a good beginner's challenge.
Now I can do the geometry, a bit of touch up, and get it shading just fine. But I want to do it procedurally and perfectionist. Clean enough to pass as CAD or go home. I've searched pretty extensively through here, pinterest, perna's gdrive, etc, and could not find anything really quite matching this challenge. This is more a high level problem ensuring the modeling tools respect the desired curvature perfectly, not an issue of not knowing the geometry flow needed.
Here's my first attempt, which I knew wouldn't be what I want, but helps explain why it's hard:
The problem areas are -
a) Creating support loops which respect shape 1's curvature, while keeping shape 2's profile constant.
b) Drew this arrow a bit wrong. It should be nudged to the right some. Shape 2's extrusion must be constant and form/curvature respecting so the chamfering applied afterwards is also perfect.
c) Inside dips inward due to insetting a curved surface.
These are essentially the same issue explained with "c": Getting the curvature of 1, while keeping the form of 2. I think this is a pretty cool and difficult challenge and hope others are interested in tackling it or offering some thoughts!
https://www.pinterest.com/Makkon06/hard-surface-topology/
Chop the two ends of the capsule off and all you have is a tube.
Model the tube flat with the extrusions, then turbosmooth it once.
Then bend it 360 degrees and add the two spherical capsule ends onto it. Then turbosmooth and it will work fine.
If you're having trouble making something subdivide on a spherical/cylindrical surface, just model it flat, subdivide it, then bend it.
Wires here
This is the closest I ever managed to get to the anime references. The cross sections were almost there but the round tip is another conflict area for me. Looking at it now I'm not sure why I didn't use a bend modifier on it. Modeling the prop version I showed earlier seems even more confusing to me though, at least if trying to use subdiv modeling..
The topology is really bad though on this mesh. Every time I look back at the project and try to approach this piece I get a block. Either way I'll see if I can rethink the whole piece a bit and start fresh.
I have quite new to modeling and have been trying to model this cap from this water bottle. Attached is what I am trying to model and my awful attempt. Really running into a wall trying to model this, any advice would be greatly appreciated.
Thanks again
Proportions might still not be correct, I was not really going for that! Adjust segmentation for your needs.
...
Im showing a sequence, steps after each other...
- On the first one, we can see a 64 sided cylinder - other segmentations would probably work too.
- On the second one we can see a 1/8th of a cylinder - since the pattern in very symmetrical...
- On the third one we can see that 1/8th cylinder with an edge in the middle... that will serve the base of the detail... proportions are incorrect, adjust height and segmentation for your needs!
- on the fourth one we can see that edge got chamfered
- on the 5th one we can see that the edges got adjusted, i welded some of the bottom vertes to their top neightbour, then I adjusted the remained curve
- on the 6th one, I pushed back the inside verts of the curve shape - very top verts and the ones below that - so I got that flat surface
- on the 7th one, we see no change, I'm showing the shape from step 6 - this should make step 6 easier to understand and implement
- on 8, its just symmetry, copy, rotate, symmetry...
- on 9, I started adding support loops.
- 9, add them inside the curved face
- 10, adjust the support loops that you made inside, so they evenly follow the supported edge
I wont show the top part, that should be obvious
You should get this result after applying subdivision:
Thanks so much
Step 1 make a cylinder with 40 sides or more.
Step 2 the rest ... duplicate rotate with pivot at center ... do the rest
Used this thing to help me have quick smooth (sneaky tease lol)
Will upload the model as an obj for you