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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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  • wirrexx
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    wirrexx polycounter
    Yzii said:
    Hi everyone! 

    Guys I need help with solving issue I have with topology. I need to smooth surface on "front" of my mesh (blue circles) while preserving hard edges on sides (green circles). I know how to achieve this on acute angles, but Im unable to achieve this on obtuse angles. 

    Would you please help me out? (other aproaches then directly by topology are also welcome)
    so this question comes up very often, going back a few pages would show you atleast 100 of solutions to this. The secret to this kind of models are to firstly model the curve, without doing the indend/cut. When you are happy with how the curve is flowing, subd a couple of times so your mesh has enough support edges that you only need to move a smaller vertices to make it hard as you want it.
  • Bumblebee
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    Bumblebee polycounter lvl 3
    so im struggeling alot getting the shape of the afg grip right. Has anyone any idea how to approach it?


    its especially difficult since on the one side it has like a 6 sides hard hole and on the other side it has a circular hole. If i try to make the 6 sided hole hard, the circle on the other side has inconsitent sides.. URRRGGHH
  • throttlekitty
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    throttlekitty Polycount Sponsor
    @Bumblebee So don't have the cylinder joined in the middle. It's not critical for baking, so two halves of uneven-sided cylinder can just meet up but not be welded. Also, I think you've missed the profile I've tried to trace out here, get some more photos from other angles if you haven't already.


  • Klo Works
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    Klo Works polycounter lvl 6
    so, after I read different post here its all about adding more geo. 
    so this is the result, is that a good way ? or is there better way to handle it ? 



  • Bumblebee
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    Bumblebee polycounter lvl 3
    hey throttle, you got that incorrect, the "valley" actually goes all the way to the bolt. Its kind of a tricky thing to polygon model. 
  • Bumblebee
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    Bumblebee polycounter lvl 3
    Klo Works said:
    so, after I read different post here its all about adding more geo. 
    so this is the result, is that a good way ? or is there better way to handle it ? 



    if you see no artifacts, you re good.
  • yashar98
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    yashar98 polycounter lvl 6
    Hello everyone
    i don't no how to create the correct topology for this part of model :)


  • Thanez
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    Thanez interpolator
    @Bumblebee The solution to at least the hexagonal hole vs round hole is that the AFG is separated into two halves down the middle, so the two holes don't actually share geometry. See also how the right side has two smaller assembly screws, while they're not present on the left.
    https://media.mwstatic.com/productimages/880x660/Primary/380/380749.jpg
    https://cdn.gorillasurplus.com/images/products/large/GOLWS21849B.jpg
    https://i0.wp.com/www.ar15news.com/wp-content/uploads/2010/12/magpul-afg-5.jpg

  • Taylor Brown
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    Taylor Brown ngon master
    Could anyone give me advice or point me in the right direction in regards to modeling with a distorted perspective? I want to challenge myself by recreating this but I'm a little stumped on how to get started.
  • sacboi
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    sacboi polycount lvl 666
    Yeah! @crawl try your luck with proportional editing and see how that goes, there's a few online tutes floating around just hit one up applicable to your app of choice which will also make things a tad ezy'er for yourself in the long run.
  • Taylor Brown
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    Taylor Brown ngon master
    @sacboi
    I'll definitely look into that. Thank you

    Edit: After checking it out, it looks like all I can do in Maya is use Soft Selection. Blender's implementation seems way better. Oh well!
  • wirrexx
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    wirrexx polycounter
    crawl said:
    @sacboi
    I'll definitely look into that. Thank you

    Edit: After checking it out, it looks like all I can do in Maya is use Soft Selection. Blender's implementation seems way better. Oh well!
    Model it straight, use FFD modifiers.
  • sacboi
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    sacboi polycount lvl 666

    wirrexx wrote:

    crawl said:
    @sacboi
    I'll definitely look into that. Thank you

    Edit: After checking it out, it looks like all I can do in Maya is use Soft Selection. Blender's implementation seems way better. Oh well!

    Model it straight, use FFD modifiers.

    Agreed, for Maya will work as well.

  • Lómerel
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    Lómerel polycounter lvl 2

    Hi! I'm new here and I don't know much about 3D modelling yet, but from what I've read in this thread and trying to do the same shape as you, I came up with the following:

    - Does the shape has volume? the pinching you get could be because you don't have an edge to maintain the sharp edge.

    - The other thing could be that the control loop going around the shape is not following the roundness of the circle.
    <-- not the same as --> 

    I did the same shape as you put I didn't have that problem. Instead of cutting, I combined the upper part of a sphere with a cylinder.

    Please feel free to correct me! I need to practice subd modelling and I decided it would be good practice to try to do the shapes posted here.
  • Lómerel
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    Lómerel polycounter lvl 2
    I'm having trouble with a part. that I don't know what could be the best way to adjust the topology.

    A, B and C:
    - No tris nor ngons

    1, 2 and 3:
    - A lot of ngons.


    The two parts render without artifacts:

    But the subdivision on the right is a total mess:

    I tried again the next day in this two are what I came out with:
    I think the one on the right is the cleaner one, but after many tries it would be great to have a couple more of eyes on this.

    Sorry if this isn't the best place to ask this! I thought it would be better to use an existing thread and not make another one. If this is wrong tell me and I will correct it :)

    Thank you!
  • Laura
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    Laura null

    Hi ! I m new here and I have some difficulties to make this part. I would like to know how you could start it. 

    Thanks ! 
  • .Wiki
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    .Wiki polycounter lvl 8
    Laura said:

    Hi ! I m new here and I have some difficulties to make this part. I would like to know how you could start it. 

    Thanks ! 
    Could you show your current progress?

    A big mistake is to model everything as one piece. So try to split the mesh into its parts.

    Parts are:

    -Screws
    -Baseplates
    -The bolt that holds the lever
    -The lever
  • MaxHoek
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    MaxHoek polycounter lvl 6
    Hey @Shaz_Snow , I dont know if I can help you with that.
    My attempt starts with a little more simplified geo, so the programm works instead of you ;) 




  • KrissyH
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    KrissyH null
    Hi I need some help with this grass on the roof, I am learning how to do more stylized modeling and I can't quite wrap my head around how to model this cleanly. 
    Here's what I've tried so far 

    I know I can replace the tufts with 2 planes but the base of the grass is what I can't decide on.  and here's the thread of my WIP for this model if you need more pictures http://polycount.com/discussion/201581/gravity-falls-mystery-shack-wip  Please help. :)
  • BonusEventus
    Hello,
    this is my first post and I'm new to high poly / low poly work flows. 

    I'm modeling a space capsule. The low poly is required to have 24 vert circles for both top and bottom end caps.

    What you see bellow is the high poly. I'm intentionally not using sub-d because I'm worried about the curvature being to different come bake time.
    I've used boolean ops to cut away cavities for the RCS ports at the front of the capsule (front is y up). I cleaned up the booleans but I'm having a hard time avoiding high-valence vets. I'm getting a lot of smoothing issues.

    I'm confused as to what I should do in a situation where, sub-d modeling would greatly curve the mesh and make wavy normal maps come bake time. 





    Here's the prior high poly attempt using sub-d modeling.

    Shading errors in when normal map applied.

    Waviness at the end caps.

  • AJWhyles
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    AJWhyles null
    Hey guys, 

    First post on Polycount! Just wondering if someone could help me out? I've been trying to replicate the attached reference photo as cleanly as possible but I just can't seem to find a good solution. 

    The issue is getting the supporting edge loops around the wedge so it cuts in nicely but without effecting the shape of the cylinder. You can see in the pictures that I'm getting a slight crease coming from the corner. 

    Below is the reference photo and then my attempt. I've been trying for quite some hours now so any help would be massively appreciated! 

    FBX - https://we.tl/I4UTRAWv5R


  • Laura
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    Laura null
    @.Wiki I have the base but I don't know how I can make those curves 
  • snakedogman
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    snakedogman polycounter lvl 4
    AJWhyles said:
    Hey guys, 

    First post on Polycount! Just wondering if someone could help me out? I've been trying to replicate the attached reference photo as cleanly as possible but I just can't seem to find a good solution. 

    The issue is getting the supporting edge loops around the wedge so it cuts in nicely but without effecting the shape of the cylinder. You can see in the pictures that I'm getting a slight crease coming from the corner. 

    Below is the reference photo and then my attempt. I've been trying for quite some hours now so any help would be massively appreciated! 

    FBX - https://we.tl/I4UTRAWv5R


    Well, your result doesn't seem to look too bad in the render (you'll probably not be quite so up close to the object anyway), but you could always try MOAR GEO :D

    (this was starting with a 128 side cylinder)
  • AJWhyles
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    AJWhyles null
    @snakedogman yeah that works well, cheers man. :smile:

    Found one other way using the Shrinkwrap modifier in Blender and only using a 16 side cylinder. Following the workflow from this - 

    Makes some weird shading around the join but once I put a material on it you couldn't see it at all. 

    Thanks for the reply! Looking forward to posting more on here. 


  • triton
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    triton polycounter lvl 4
    Hi guys,

    Any idea how do I model this piece?
    It's from an old camera mattebox.




  • snakedogman
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    snakedogman polycounter lvl 4
    First of all, as said many times before, the idea of the thread is that you post your own efforts first and not just post "how do I model this" questions.
    Second, I'd say get some good reference, really nice close-up image of the area. It's quite hard to see in this picture. Then realize that the object you highlighted is one shape (fold) repeated many times, so you only have to concentrate on figuring out how to model one "fold" and then duplicate it. Study how it looks when unfolded and that should give you and idea on how the object "works".
  • triton
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    triton polycounter lvl 4
    First of all, as said many times before, the idea of the thread is that you post your own efforts first and not just post "how do I model this" questions.
    Second, I'd say get some good reference, really nice close-up image of the area. It's quite hard to see in this picture. Then realize that the object you highlighted is one shape (fold) repeated many times, so you only have to concentrate on figuring out how to model one "fold" and then duplicate it. Study how it looks when unfolded and that should give you and idea on how the object "works".
    Sorry, I just wanted to see how others think and do this shape.
    This was my attempt.
    And I only had this reference.



  • franman
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    franman polycounter lvl 12
    Is there a way to slide a vertex along a spline in 3Ds Max or do I have to download some plug-in for that to happen?
  • JJKA0322
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    JJKA0322 null
    Noob Question: Trying to cut a hole in the mesh using boolean, then using the multi cut tool I am trying to add the connecting edges so when I export the mesh it triangulates correctly. as you can see when I make the cut it messes up the mesh and I cant cut the other edges in. Am I missing something? or can someone please tell me how to go about this the correct way. Thanks in advance.   

  • throttlekitty
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    throttlekitty Polycount Sponsor
    @JJKA0322 Have an edge going across before you do the boolean.
  • rezinekk
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    rezinekk polycounter lvl 4
    Hey all,

    I am wondering how I would go around modelling this in Maya? I am currently following a tutorial by David Lesperance and he is using 3DS max and he did this using the spline and fillet tool, however in Maya I could not make this that way. I tried using booleans however that gives me a really messed up mesh even after deleting history. I have tried creating a triangle, beveling the corners and then extruding it however this seems like its really long winded and I am just wondering what the best way to go around this?

    Thanks a lot


  • JJKA0322
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    JJKA0322 null
    @throttlekitty It worked thanks so much. Also I am new to Polycount are their any good threads for learning basics on hard surface modeling?   
  • Eric Chadwick
    JJKA0322 said:
    @throttlekitty It worked thanks so much. Also I am new to Polycount are their any good threads for learning basics on hard surface modeling?   
    http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
  • triton
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    triton polycounter lvl 4
    Hi guys,

    This is a one big circle and I want to move the two lines outside, I did it with Scale Y+Z but it jumps in a big value and I can't see it because I have to zoom out to be able to grab the manipulation tool.

    Is there a way I can do that while I zoomed in so I can see in details?



  • A_Seba
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    A_Seba null
    JJKA0322 said:
    Noob Question: Trying to cut a hole in the mesh using boolean, then using the multi cut tool I am trying to add the connecting edges so when I export the mesh it triangulates correctly. as you can see when I make the cut it messes up the mesh and I cant cut the other edges in. Am I missing something? or can someone please tell me how to go about this the correct way. Thanks in advance.   
    I'm guessing you are doing the grenade tutorial from YouTube? When I did that part I connected the verts using the connect tool, not the cut tool. 

    While you have both vertts selected click this connect button:
     

  • JJKA0322
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    JJKA0322 null
    A_Seba said:
    JJKA0322 said:
    Noob Question: Trying to cut a hole in the mesh using boolean, then using the multi cut tool I am trying to add the connecting edges so when I export the mesh it triangulates correctly. as you can see when I make the cut it messes up the mesh and I cant cut the other edges in. Am I missing something? or can someone please tell me how to go about this the correct way. Thanks in advance.   
    I'm guessing you are doing the grenade tutorial from YouTube? When I did that part I connected the verts using the connect tool, not the cut tool. 

    While you have both vertts selected click this connect button:
     

    Yep u guessed correctly. Also I forgot to mention I am trying to follow it in maya so creating the high poly has been difficult as I cant make use out of smoothing groups, quad chamfer or turbo smooth. Think i might start again and try to keep everything quads in the low poly then adding the support loops should be easier for the hight poly. Atleast I hope thats how it will work. 
  • sacboi
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    sacboi polycount lvl 666

    @rezinekk I'd come across this dev log for a Maya plugin - Hard Mesh last year:

    https://polycount.com/discussion/188278/hard-mesh-2-1-visual-guide/p2

    Could be just the thing to non destructively model your target piece.

  • triton
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    triton polycounter lvl 4
  • HashBrownHamish
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    HashBrownHamish polycounter lvl 5
    Hi this is a pretty basic shape but I can't for the life of me get it to work. I'm using a 2 turbosmooth workflow where the smoothing groups help define the hard edges. I want the box shape to insert into the cylinder without the pinching visible in the second pic




  • Joao Sapiro
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    Joao Sapiro polycounter
    you need the geo to have more sides from the start ( the cilinder )
  • Ottomotto
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    Ottomotto polycounter lvl 3
    Hi, I'd like some help with a part im working on. I'm using 3ds max and turbosmooth, and I can't figure out how to do the topology without getting deformation. 
    This is the best way i could come up with but obviously its not working. 

    and here's the turbos smoothed result:

    ideally I'd want the highlight to be more or less straight. 

    Here's a photo of what I'm modelling at the closest angle I could get:


    Thanks!
  • musashidan
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    musashidan high dynamic range
    @ottomotto your inline(control) edge at the base of the transition area is too tight. To get a more blended soft transition you will need to move some verts further away. Also, don't obsess over the 'all-quad fraud'. Sometimes tris and n-gons suit the topology better.

    As Voltaire once said: 'Eventually all n-gons and triangles in sub-division modeling revert to their intrinsic state: quads.'

  • Ottomotto
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    Ottomotto polycounter lvl 3
    musashidan Thanks, that's already helped, but I still cant figure out how to work this much denser area into the rest of the topology, adding more loops makes creases, and making triangles makes the surface lumpy.

    Triangle approach
    subdivided:


    Adding loops approach:

    subdivided


  • Ottomotto
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    Ottomotto polycounter lvl 3
    Thanks for the help everyone, I'll give all these things a try.
  • Mad_Llama
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    Mad_Llama polycounter lvl 4
    Damn @perna  that's deep. teaching both philosophy and modeling at the same time you're the man 
  • AlbinoEgg
    New to modeling. Currently im focusing on bringing my polycount down as low as possible but I dont understand on when its okay to use triangles and when I should only be using quads. As an example, I am modeling a cactus and will be using a normal map for all of the detail (which I will be sculpting in ZBrush). Right now I have two versions of it:
    1.) all quads
    2.) triangles and quads (In Maya I used Mesh>Reduce)

    Which one is better? I understand that its important for the topology to be spread evenly, I feel that #2 looks more even. Thoughts?


  • sacboi
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    sacboi polycount lvl 666

    ^ No, doesn't matter.

  • musashidan
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    musashidan high dynamic range
    AlbinoEgg said:
     I should only be using quads.

    Spread the word to fellow beginners: this is the biggest fallacy in modeling. Learning WHY is the important bit.
  • Ottomotto
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    Ottomotto polycounter lvl 3
    musashidan Thanks, that's already helped, but I still cant figure out how to work this much denser area into the rest of the topology, adding more loops makes creases, and making triangles makes the surface lumpy.

    Triangle approach
    subdivided:


    Adding loops approach:

    subdivided


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