This is my second attempt - it already looks better, but not still not ideal...

Choose the amount of sides on that cylinder to accomodate the edgeloops you want. https://polycount.com/discussion/comment/2595473#Comment_2595473 If your cylinder has 3x the sides of the amount of flats on the jaggies, you'll be fine. 5x gets you a sharper CNC look.

@DigitalGreenTea I tried with another approach this shape of yours, see if it works for you. I used regularize edge loop script in between too to make it a perfect circle and move few verts with edge constraints on.

tried lighting and looks fine no artifacts even though I personally think there is a minor dent going on in 3ds max view port but its not noticeable.

I'm having difficulty figuring out how to add supporting edges to this so that I can subdiv it. I can probably fake my HP model with a bevel modifier, but at this point I just want to find the solution.

I've highlighted the edges that need to remain hard under the subdiv. So far I haven't found a way to add supporting edges around these that doesn't also harden edges that need to remain soft. Do I just need to start by adding more geometry to my LP model?

I can probably fake my HP model with a bevel modifier, but at this point I just want to find the solution

There you have your answer. Add quadchamfer or chamfer separated by SG and woila if you are using max. If not you can add a "bevel modifier" and subdivide on top of that should be the same.

I initially tried something like that approach, but it didn't work out terribly well, at least in Blender. I used a bevel of two segments with a profile of 1.0, essentially adding an edge along side each edge being beveled without changing the profile. Adding subdiv on top gave this:

I believe I have found a solution involving more geometry. I'm going to test that now.

@rage288 I can't add chamfers there because those are curved surfaces, and that would break the normals on that curve. Very nearly every surface is curved, so there's no obvious place to run the edges across the surfaces while trying to put them along the edges. The only faces that aren't curved are the ones with strikes parallel to the Y axis.

Tried doing something like this, but unfortunately there's still some pinching to the normals.

I'm having difficulty figuring out how to add supporting edges to this so that I can subdiv it. I can probably fake my HP model with a bevel modifier, but at this point I just want to find the solution.

I've highlighted the edges that need to remain hard under the subdiv. So far I haven't found a way to add supporting edges around these that doesn't also harden edges that need to remain soft. Do I just need to start by adding more geometry to my LP model?

@wirrexx Thanks for the suggestion, but I'm trying to avoid hardening the edges that I've dotted in magenta here. I've found that doing so visibly breaks the curve in that direction.

I'm going to keep playing around to see if I can't come up with something that puts edges where I have them in red, green, and cyan without making a total mess of the topology

EDIT: This is the best I've come up with so far. Some slight distortion, but it's probably the best I can hope for.

Here's a really dirty fast go at this, proportions are all way off, but you get the idea... Use enough supporting geometry and use a cylinder to booleon out the inset area you have marked within the red square...

There is some discussion of similar geometry on page ten to the problem I'm having, but none of those proposed solutions seem to work, both as they were proposed and for me trying them on my mesh.

This obviously doesn't work, nor do any of the other attempts I've made to add supporting edges around the edges that need to be hard while avoiding breaking curvature on the cylinder.

Obviously I could simply give the cylinder itself so much geometry to the point that the edges parallel to the axis of the cylinder no longer need supporting geometry. Is there a way to achieve the desired effect without really bumping up the geometry?

There is some discussion of similar geometry on page ten to the problem I'm having, but none of those proposed solutions seem to work, both as they were proposed and for me trying them on my mesh.

This obviously doesn't work, nor do any of the other attempts I've made to add supporting edges around the edges that need to be hard while avoiding breaking curvature on the cylinder.

Obviously I could simply give the cylinder itself so much geometry to the point that the edges parallel to the axis of the cylinder no longer need supporting geometry. Is there a way to achieve the desired effect without really bumping up the geometry?

Your cylinder needs to be able to support The extrude. 32 sides used. The extruded "half" cylinder, was cut in between two segments, to keep the curve.

I am new to 3D and still learning a lot i found a house i want to model from a game i'm looking forward to coming out but having some trouble with curved structures, can anybody help me how to do this.

here is the ref:

I know its a bad ref but its the only one i got, im talking about the front part with.

here is my attempt:

This is going to be a game asset so I'm trying to think about the poly count as well

Why are you trying to model the radio all as one piece, split it up like it is in real life. Look at the bottom of the radio, you can see the side panels are recessed and separate elements, the front, back and top panels are all separate as well... You're just making more work for yourself trying to get the whole object as one element...

Why are you trying to model the radio all as one piece, split it up like it is in real life. Look at the bottom of the radio, you can see the side panels are recessed and separate elements, the front, back and top panels are all separate as well... You're just making more work for yourself trying to get the whole object as one element...

I tried to separate the different geo, but im not quite getting the look of the insert of the outer geo which gives the shown shadows

@abronee I think you are over thinking this pretty hard... Just think of how it's constructed and break it up into those pieces, it's literally blocks on blocks. Do a blockout of the model before thinking of adding loops and stuff, it will make things much easier.

Hey guys, I wonder how would I approachvmoddeling a mattress. I tried to use heightmap, but its somewhat blurry at part close to the camera. I post the image as it should be rendered.

now, what I would like to go for, is this

Not sure if heightmap would work for this, as the render is close to camera. Also, how would i approach creating this and then bending it all over mattress shape ?

@Filip5 M8, show your attempt first if you want modeling input. It would also help to figure out what your goal is. Either way, for a game model, a normal map should suffice. For a viz type realisticrender I would do a heightmap, using displacement and make it maybe 2048 for a single tile. Either way I would take care to model it realistically with seams and all. All of these patterns are made flat and sewn together into matress shapes, so by deconstructing reference pictures you should be able to model it realistically, UV those parts flat, and tile textures on there. Once you're tiling textures, you can get them as crisp as needed. Either way I'd create the pattern from scratch, either in photoshop or a modeling software just to learn.

Any advice on how to maintain curvature in this mesh ? I made a few attempts but no luck so far.

Not sure what you mean by that, but as far as I can tell, edge loops affect curvature uppon smoothing the mesh. Add them close to the edge and that edge is going to be sharp. If you add loop further from egde, its going to be more curvy..

Most likely a question that's been resolved on more occasions in this thread than I've had hot dinners. So at a glance there's not enough faces to preserve the shape via a cylindrical object.

(checkout bottom of page 149, more useful advice from @EarthQuake)

@GlowingPotato M8, what the other people here said, but for highpoly cylinders such as these, try to remember that the natural edges of the cylinder will become your edgeloops.

The only thing I did to keep this consistent was to try to keep the polygons by the supported edges square. That way I get an indication at once how hard my edges will be, by looking at the width of the edge below my first cut:

Edit: A little tip: If you do your cylinders with 4 sides as a base number and multiply that up to where you want to be, you'll end up with a cylinder that can be mirrored on both axises, so you'll only have to do a quarter of the work.

Hello. At the moment im working on one project, that based on Unity WebGL, so that meens that all 3d graphics need to be well optimized. And part of my job is to model that lantern (in image). I want to understand how to model these arabic patterns and what i need to use for that? Im thinking that i need to make everythign in geometry and bake it to diffuse map, so it will be in texture. I dont know maybe it will be easier to make those patterns in substance or there other way? Need your advices, guys!

many of us on this forum have shown this before. Please take your time and go back, i showed this method on the page before and Perna, Earthquake, Eric and so many more has shown fixes for this. The key to working with curved objects is to have a the edgeflow stay as consist as possible. If you add 2 edges to close to eachother on a curved surface, you'll get bulges, hard surfaces, pinches etc. Try to have them evenely spread. Now, this is just one method of many. This is a old Example that i did. But the principal is there. me a couple of days ago

Also a reminder that information linked in this thread's Opening Post,Page 1, lists a huge library of content relevant too Subdivision Surface Modelling, as follows:

Subdivision Surface Modeling on the Polycount Wiki Shared: My Technical Talk content by Perna How u model dem shapes? Image Ripped! by cookedpeanut

many of us on this forum have shown this before. Please take your time and go back, i showed this method on the page before and Perna, Earthquake, Eric and so many more has shown fixes for this. The key to working with curved objects is to have a the edgeflow stay as consist as possible. If you add 2 edges to close to eachother on a curved surface, you'll get bulges, hard surfaces, pinches etc. Try to have them evenely spread. Now, this is just one method of many. This is a old Example that i did. But the principal is there. me a couple of days ago

## Replies

https://polycount.com/discussion/comment/2595473#Comment_2595473

If your cylinder has 3x the sides of the amount of flats on the jaggies, you'll be fine. 5x gets you a sharper CNC look.

@DigitalGreenTea I tried with another approach this shape of yours, see if it works for you. I used regularize edge loop script in between too to make it a perfect circle and move few verts with edge constraints on.

tried lighting and looks fine no artifacts even though I personally think there is a minor dent going on in 3ds max view port but its not noticeable.

Actually I don´t

I've highlighted the edges that need to remain hard under the subdiv. So far I haven't found a way to add supporting edges around these that doesn't also harden edges that need to remain soft. Do I just need to start by adding more geometry to my LP model?

I believe I have found a solution involving more geometry. I'm going to test that now.

Green are hard edges (different SGroups)

Then chamfer modifier, then subdivided

Tried doing something like this, but unfortunately there's still some pinching to the normals.

and that "pinching" you´ve got there is perfectly acceptable

Can someone advice how to remove this pinching when i smooth the mesh ?

used 42 segments on my mesh, could probably used a 24, 28 or 32. But why waste time :P.

I'm going to keep playing around to see if I can't come up with something that puts edges where I have them in red, green, and cyan without making a total mess of the topology

EDIT: This is the best I've come up with so far. Some slight distortion, but it's probably the best I can hope for.

If u have any idea

help me please

thanks

I am working on lemat revolver. I am on blockout stage and i am stuck on one particular shape.

https://www.youtube.com/watch?v=-Z9XPzxmHGg

You could look for individual parts aswell.

https://www.dixiegunworks.com/index/page/product/product_id/2743/category_id/513/category_chain/616,496,506/product_name/LL6639+Loading+Lever+Plunger+For+Reproduction+Lemat+Conf.Revolver

its really helpful

This obviously doesn't work, nor do any of the other attempts I've made to add supporting edges around the edges that need to be hard while avoiding breaking curvature on the cylinder.

Obviously I could simply give the cylinder itself so much geometry to the point that the edges parallel to the axis of the cylinder no longer need supporting geometry. Is there a way to achieve the desired effect without really bumping up the geometry?

Your cylinder needs to be able to support The extrude. 32 sides used. The extruded "half" cylinder, was cut in between two segments, to keep the curve.

here is the ref:

here is my attempt:

any help is appreciate

I tried to separate the different geo, but im not quite getting the look of the insert of the outer geo which gives the shown shadows

I think you are over thinking this pretty hard...

Just think of how it's constructed and break it up into those pieces, it's literally blocks on blocks.

Do a blockout of the model before thinking of adding loops and stuff, it will make things much easier.

now, what I would like to go for, is this

Not sure if heightmap would work for this, as the render is close to camera. Also, how would i approach creating this and then bending it all over mattress shape ?

Either way, for a game model, a normal map should suffice. For a viz type realisticrender I would do a heightmap, using displacement and make it maybe 2048 for a single tile. Either way I would take care to model it realistically with seams and all. All of these patterns are made flat and sewn together into matress shapes, so by deconstructing reference pictures you should be able to model it realistically, UV those parts flat, and tile textures on there. Once you're tiling textures, you can get them as crisp as needed.

Either way I'd create the pattern from scratch, either in photoshop or a modeling software just to learn.

Any advice on how to maintain curvature in this mesh ? I made a few attempts but no luck so far.

Most likely a question that's been resolved on more occasions in this thread than I've had hot dinners. So at a glance there's not enough faces to preserve the shape via a cylindrical object.

(checkout bottom of page 149, more useful advice from @EarthQuake)

M8, what the other people here said, but for highpoly cylinders such as these, try to remember that the natural edges of the cylinder will become your edgeloops.

The only thing I did to keep this consistent was to try to keep the polygons by the supported edges square. That way I get an indication at once how hard my edges will be, by looking at the width of the edge below my first cut:

Edit: A little tip: If you do your cylinders with 4 sides as a base number and multiply that up to where you want to be, you'll end up with a cylinder that can be mirrored on both axises, so you'll only have to do a quarter of the work.

32 sides here using double smoothing technique.

me a couple of days ago

@perna

a couple of years ago..

Agreed.

Also a reminder that information linked in this thread's

Opening Post,Page 1,lists a huge library of content relevant too Subdivision Surface Modelling, as follows:Subdivision Surface Modeling on the Polycount WikiShared: My Technical Talk content by PernaHow u model dem shapes? Image Ripped! by cookedpeanuti tried this but don't fix yet

I will search more information in others thread's