That's not a very effective method there, with so much detail required for it's bound to cause rounding problems. Easier to make tread sections and rotate them around the pivot of a tube which will act as the main tyre wall.
oh wow, very nice tutorial! how did i not think of that before...thanks GCMP! i think im'a take this route instead, less hassle and it'll still look good. i'll even post how the tire comes out in a bit when i'm done with it!
See how it lights up along the corner? Where it supposed to be dark. I added loops around the model but doesn't seem to be fixing it. Am I being to picky?
This isnt actually an error of any sort, because you have a slight curve in the corner there it is catching a highlight, this a good thing, not a bad thing.
Anyone got an idea of how to get this result through a plug-in in Max?
Yeah just use the connect tool and either slide it down to where you want it or have the verts move along the edges and push them to where you want them.
I use the connect tool like a mad man for all my high poly work. Discover it's magical wonders.
See how it lights up along the corner? Where it supposed to be dark. I added loops around the model but doesn't seem to be fixing it. Am I being to picky?
turn on the shadows in your light, right now the light has its direction and casts through every surface, you want it to be dark there, then lat some shadow influence that area
I believe it's coming from the pole (vert with 6 segments coming into it) in the center of your mark-up. Try and adjust your flow to eliminate it. Send the loop around the top of your hole down the straight side to the right rather than just having it be a circle. Hope that made sense.
That is one tough rim to model, there's 5 "circles" that need to retain it shape, plus the whole rim, plus the 5 half circles around the edge, I could attempt it but it probably wont turn out well.
I'm interested to try this model, with the many shapes that need to be preserved.
The way I'm going to approach it is to create each of the major forms as primitives, and then go from there doing "booleans" in my mind, and attaching the pieces together as I go.
Then it would be a matter of chamfering edges to maintain the form.
Going to Wales this weekend however, maybe a lunchtime project next week
If you're using Max, select the appropriate edges, do an edge extrude. Set extrusion height to 0, and then change the extrusion base to get the desired effect. You will get strange results in some cases, for example if one of the edges is not part of a quad.
This method only works with editable polys I think, and not editable mesh.
How might you guys go about creating the indents in this cylinder? I can't seem to add support edges without getting nasty creasing going the length of the cylinder.
How might you guys go about creating the indents in this cylinder? I can't seem to add support edges without getting nasty creasing going the length of the cylinder.
Use more sides in your cylinder. Try a 64 sided cylinder. Don't add support edges, let the edges of the cylinder be your support edges.
please see the image below..i am trying to model this alloy wheel of the lamborghini gallardo & i am using the image below as reference...right now i've done my basic block in in maya but when i bevel the edges(same as chamfering in max) to create the sharpness..i get weird pinching issues & the shape doesnot remain circular..i am also posting an obj file of my basic block in without any beveling..if anyone will complete this alloy for me i'd be highly grateful...thank you.
This would be a good candidate for nurbs since those rounded edges are all so uniform and the circles are on a perpendicular axis to curvature of the rim.
Still if you want a basic idea how to approach it I modeled porsche phone dials.
1) Object Painter Scripts like Advance Painter or Soulburns Object Painter Script. (I personally like Niels script a lot better, more stable, more features, more accurate placement)
2) Attachment constraint.
3) Select an edge, click "create shape" this will give you a spline. You can then path deform the object(s) to the spline.
I went a little overboard with this and actually modeled it. I need practice anyway.
It looks a little to skinny to me, and I didn't make the little holes in the middle. Someone Critique it plz. http://uploading.com/files/c518c7d8/CARRIMS%2521.max/
It looks close to me. Whats missing? The nut holes is all I can see. EDIT: DAMN IT, I'm sorry I never viewed the reference image at full size. lol. I see now that its much different.
I had a go at the rim. It is not perfect, but close . I didn't include the screws at the nub. I also have some pinching issues. They are not very visible from afar, but up close they are quite ugly. I didn't find a way to get rid of them without loosing much definition of the overall shape. Maybe if I'd redo the whole rim with more segments for the circles...
It was pretty straight forward. Started with a 40 Sided Cylinder and deleted all but the top face. Extruded the border and deleted the center. Then I selected a fifth of the circle and deleted the rest. With the array function I then copied the reminder to make the circle whole again (this way I don't have to repeat every step five times...). Then I attached another circle (similar to the first but smaller and with only 16 segments) and positioned it where the hole should be. I copied part of the circle and moved it to one of the 'half'-circles. Then I just connected the three shapes and added some support edges, extruded a bit, moved some Vertices around (for even less work I used a Symmetry Modifier on the part I was working on, since each of the radial parts has axial symmetry)...I then attached the five parts together and completed the rim. For the outwards bulge I used a Vol.Select Modifier with Soft Selection and an XForm Modifier. I first wanted to use a Cylindrical FFD, but that somehow bugged on me...if it works for you, it is easier and faster than the Vol.Select + XForm combo.
As I said, the Rim has some flaws. The missing screws might be quite easily integrated, but I have yet to find a way to get rid of the pinching...also some edges could be a little harder...but that would again introduce more pinching...you might want to model the rim with double segments for the initial circles...(80 and 32)...it means more Vertices to connect, but also more definition and less pinching...
Posted this in your thread Tycho, hope its of help. Stuck it in here for keeps sake too.
Step 1:
create a plane completely flat, with your shapes cut out of it. I started with a rectangular spline, filleted the edges and extruded from there then just duplicated along. If you start with a spline the curve should be perfect when smoothed. Add a shell modifier to the plan and then add control edges (as you can see in the exploded image) to control the smoothing of your object as you wish.
Step 2:
Add a turbosmooth modifier to your model
Step 3:
Apply a bend modifier. Make sure this is on top of the smooth model otherwise you will get unwanted creases. Bend it 360 degrees bla bla bla.
Step 4:
Symmetry modifier and voila.
You can tell by the highlight on the mesh in step 3 thats theres no smoothing errors whatsoever. If you applied the bend before the smooth you will get errors around the corners of your cutouts.
Quickish tutorial on how to make some chainmail/chainlink to wrap around pipes and other objects.
First step - Right click snaps toggle button and make these settings in the snaps and user grids tabs, when finished activate snaps...
Second step - Go to the front viewport, then on the create panel, select helpers and grid...
Third step - Draw out a grid using 4 squares, zoom in so you can see the grid clearly...
Fourth step - On the create panel, switch to shapes, splines and select line...
Fifth step - Click on the top left corner then the bottom right corner of the grid, right click to end the spline creation. Repeat this step with the top right and bottom left...
Sixth step - Select either line and go to the modify panel, attach the other spline/line...
Seventh step - Select the new shape, hold down shift and left click, move to snap to the right and select copy, 45 times. Make sure all the shapes are snapped properly, if they are not, undo and re-snap!
Eighth step - Select the first shape on the grid "Line01", in the modify panel choose attach mult, select all on the list and press attach button.
Ninth step - As before in the seventh step, select the new shapes, hold down shift and left click, move to snap down this time, copy 60 times!
Tenth step - Repeat eighth step and attach all the lines together, delete the user grid and turn off snaps, nearly done!
Eleventh step - Switch to perspective view and select the new shape, go to modify panel and add bend modifier. Select x axis, 360 degrees.
Twelveth step - Convert shape to editable spline, go to the modify rollout (be careful here if your system doesn't have alot of ram!!) Click enable in renderer and enable in viewport, check rectangular, default settings.
End
Some of you may recognise this from artwork recently posted in P&P, thought it was cool, so couldn't resist
How might you guys go about creating the indents in this cylinder? I can't seem to add support edges without getting nasty creasing going the length of the cylinder.
So anybody do this mini-tut yet? Like it? Posted this on autodesk, the area website and it's seems to have gone down well, just hoping the same is true here.
Hello guys,
I'm new to this forum here, very interesting thread, i have a question regarding Vadim recon elite youtube or vimeo someone posted on page 18, how would you guys model the nice rounded hole inside of the rounded shoulder pad ? I have very hard time trying to replicate this kind of geometry.
THX
I work both with maya and max, but any package workflow would do, just curious about the different steps, if someone wants to have a go at it :-) ?
TychoVII - yeh but now it's reset, let me know if you find it useful:shifty:
cedrico - you mean bitmaps screw vimeo? Just watch his edgeflow, that should be enough to recreate in max/maya. If you mean something else or have a specific problem it would help if you posted it
GCMP: Never heard of the Array tool in Max? You can replace your "seventh step" with that. Don't bother manually copying it 45 times and snapping stuff, just type the values in...
array? Yes! Used it a few times before to make chains but this tutorial is based on user grids and snapping so using array kind of undermines the idea. For instance previewing the result, adjusting axis increments and all the other features it has just adds complexity where it's not required.
I've starded a ppk gun using subdiv, and as i was struggling with it, i was wondering if it wudn't be easier to use a surfacic modeler like MOI 3d for some parts. What do you guys think about it ? Is there a reason why you never use "nurbs" modeling technics as base for mechanical stuff ?
CastratedWeasel: You could start from a cylinder grab the top face then delete most of it to just be left with the top part then drag the edges down to create a oval then just make the indents as you normally would.
Or just start with a plane and move some verts around.
Could someone give me a hand with modelling this 'thing' here.
Man this was way trickier than I imagined.
3ds max:
I started with a highcount cylinder, removed the top faces and half of the cylinder (using symmetry later on) and moved the verts down, as the others mentioned, bridged those faces and caped the border at the top. Then I connected the verts with the cut tool to get the divisions needed to extrude the rivettes.
After the extrude I used a bevel on top (chamfer probably works just as well) and added supporting edges at the bottom of the rivettes and at a few other spots as you can see on the lowpoly mesh.
pumbaa - practise is good but there's nothing wrong with intersecting geometry and seeing as this is a smallish part anyway might as well save some time...
pumbaa - practise is good but there's nothing wrong with intersecting geometry and seeing as this is a smallish part anyway might as well save some time...
Wicked tutorial, thanks. I didnt go for the intersecting geo here cause I didnt think it could do the trick, fit the edges perfectly, oh how i was wrong!
Replies
Here's a tutorial...
http://www.webdesign.org/web/3d-graphics/tutorials/polygon-modeling-car-tyres.8636.html
This isnt actually an error of any sort, because you have a slight curve in the corner there it is catching a highlight, this a good thing, not a bad thing.
Yeah just use the connect tool and either slide it down to where you want it or have the verts move along the edges and push them to where you want them.
I use the connect tool like a mad man for all my high poly work. Discover it's magical wonders.
IC.PolySplitRing
Bind it to a key. It's the bomb.
turn on the shadows in your light, right now the light has its direction and casts through every surface, you want it to be dark there, then lat some shadow influence that area
What sinistergfx said, or search for a plugin called 'solid chamfer'.
+1
this is a feature in max2010 and the older polyboost
Tried it for a few hours now but no success. On a side not, blender is to stupid for ngons so quads only.
(Please ignore the mess above the artifact, thats the results from my attemps to fix the glitch)
Thanks in advance.
I'm interested to try this model, with the many shapes that need to be preserved.
The way I'm going to approach it is to create each of the major forms as primitives, and then go from there doing "booleans" in my mind, and attaching the pieces together as I go.
Then it would be a matter of chamfering edges to maintain the form.
Going to Wales this weekend however, maybe a lunchtime project next week
-Adam
If you're using Max, select the appropriate edges, do an edge extrude. Set extrusion height to 0, and then change the extrusion base to get the desired effect. You will get strange results in some cases, for example if one of the edges is not part of a quad.
This method only works with editable polys I think, and not editable mesh.
-Adam
is this doable in max. or something similar?
Use more sides in your cylinder. Try a 64 sided cylinder. Don't add support edges, let the edges of the cylinder be your support edges.
This would be a good candidate for nurbs since those rounded edges are all so uniform and the circles are on a perpendicular axis to curvature of the rim.
Still if you want a basic idea how to approach it I modeled porsche phone dials.
1) Object Painter Scripts like Advance Painter or Soulburns Object Painter Script. (I personally like Niels script a lot better, more stable, more features, more accurate placement)
2) Attachment constraint.
3) Select an edge, click "create shape" this will give you a spline. You can then path deform the object(s) to the spline.
I went a little overboard with this and actually modeled it. I need practice anyway.
It looks a little to skinny to me, and I didn't make the little holes in the middle. Someone Critique it plz.
http://uploading.com/files/c518c7d8/CARRIMS%2521.max/
Here's the obj.
As I said, the Rim has some flaws. The missing screws might be quite easily integrated, but I have yet to find a way to get rid of the pinching...also some edges could be a little harder...but that would again introduce more pinching...you might want to model the rim with double segments for the initial circles...(80 and 32)...it means more Vertices to connect, but also more definition and less pinching...
(All 3ds Max btw )
Step 1:
create a plane completely flat, with your shapes cut out of it. I started with a rectangular spline, filleted the edges and extruded from there then just duplicated along. If you start with a spline the curve should be perfect when smoothed. Add a shell modifier to the plan and then add control edges (as you can see in the exploded image) to control the smoothing of your object as you wish.
Step 2:
Add a turbosmooth modifier to your model
Step 3:
Apply a bend modifier. Make sure this is on top of the smooth model otherwise you will get unwanted creases. Bend it 360 degrees bla bla bla.
Step 4:
Symmetry modifier and voila.
You can tell by the highlight on the mesh in step 3 thats theres no smoothing errors whatsoever. If you applied the bend before the smooth you will get errors around the corners of your cutouts.
Hope thats of some help to someone.
First step - Right click snaps toggle button and make these settings in the snaps and user grids tabs, when finished activate snaps...
Second step - Go to the front viewport, then on the create panel, select helpers and grid...
Third step - Draw out a grid using 4 squares, zoom in so you can see the grid clearly...
Fourth step - On the create panel, switch to shapes, splines and select line...
Fifth step - Click on the top left corner then the bottom right corner of the grid, right click to end the spline creation. Repeat this step with the top right and bottom left...
Sixth step - Select either line and go to the modify panel, attach the other spline/line...
Seventh step - Select the new shape, hold down shift and left click, move to snap to the right and select copy, 45 times. Make sure all the shapes are snapped properly, if they are not, undo and re-snap!
Eighth step - Select the first shape on the grid "Line01", in the modify panel choose attach mult, select all on the list and press attach button.
Ninth step - As before in the seventh step, select the new shapes, hold down shift and left click, move to snap down this time, copy 60 times!
Tenth step - Repeat eighth step and attach all the lines together, delete the user grid and turn off snaps, nearly done!
Eleventh step - Switch to perspective view and select the new shape, go to modify panel and add bend modifier. Select x axis, 360 degrees.
Twelveth step - Convert shape to editable spline, go to the modify rollout (be careful here if your system doesn't have alot of ram!!) Click enable in renderer and enable in viewport, check rectangular, default settings.
End
Some of you may recognise this from artwork recently posted in P&P, thought it was cool, so couldn't resist
http://www.megaupload.com/?d=JY6DEG8S
GCMP, your photobucket limit is exceeded.
I'm new to this forum here, very interesting thread, i have a question regarding Vadim recon elite youtube or vimeo someone posted on page 18, how would you guys model the nice rounded hole inside of the rounded shoulder pad ? I have very hard time trying to replicate this kind of geometry.
THX
I work both with maya and max, but any package workflow would do, just curious about the different steps, if someone wants to have a go at it :-) ?
THX
TychoVII - yeh but now it's reset, let me know if you find it useful:shifty:
cedrico - you mean bitmaps screw vimeo? Just watch his edgeflow, that should be enough to recreate in max/maya. If you mean something else or have a specific problem it would help if you posted it
How would you cap holes in either a cylinder or a sphere avoiding pinching?
Or just start with a plane and move some verts around.
Man this was way trickier than I imagined.
3ds max:
I started with a highcount cylinder, removed the top faces and half of the cylinder (using symmetry later on) and moved the verts down, as the others mentioned, bridged those faces and caped the border at the top. Then I connected the verts with the cut tool to get the divisions needed to extrude the rivettes.
After the extrude I used a bevel on top (chamfer probably works just as well) and added supporting edges at the bottom of the rivettes and at a few other spots as you can see on the lowpoly mesh.
Good luck!
It would also be possible to use a meshsmoothed cube.
Wicked tutorial, thanks. I didnt go for the intersecting geo here cause I didnt think it could do the trick, fit the edges perfectly, oh how i was wrong!