I've been screwing around with this model of my tomos' brakeshoes the last couple of days and I can't seem to get it quite right.

Tried keeping it as quaded as i can

I get these kinds of errors

Also tried with a boolean

But I get the same thing, I'm having trouble adding these details and keeping the curvature of the object intact. And im not quite sure why this pinching occurs it goes away when crease the vertical edges but then I get a hard crease of course.

For anybody wanting to take a look at the file I've enclosed it in my post. Its a blender 2.8 (which is coming along great!) file.

EDIT: realizing that there are three planes in play here like a cube, I ended up doing this:

I think I'd need a singular subdivide to have enough density to counter the subsequent creasing (due to the two new edge loops running to the bottom), but I actually like the effect it creates in this case.

Hi guys, I have to model this thing, at the start I thought, ohh yeah it`s easy, but actually is not I really don`t know how start with this part. Have you some suggest ? Thx guys

Hi guys, I have to model this thing, at the start I thought, ohh yeah it`s easy, but actually is not I really don`t know how start with this part. Have you some suggest ? Thx guys

I think you have misunderstood the comment that directed you to this thread. This thread is for posting your own examples of existing topology to ask for help in improving them, not asking for topology from scratch. As I remember, the link you received to this thread was for a specific comment which showed the topology of a project similar to yours, intended to give you a sense of how you might start.

I would recommend making a start with this as best you can, and then coming back to ask for feedback when you have a model to show.

Decided to give this a go from old pages of this thread and I am wondering if this sort of optimization is still a thing? I had to do couple of manual tweaks to get the desired result and wondering if this can be achieved other way rather than bend modifier and tweak. I tried it on a plane too but was unable to get even spacing like @perna

You shouldn't have to do anything by hand (that will mess with the perfect curve), just start at the highest segments, and collapse edges as you go inwards/down.

You shouldn't have to do anything by hand (that will mess with the perfect curve), just start at the highest segments, and collapse edges as you go inwards/down.

While this is probably true of the vertices in the collapsed area (closer to the curve center), the vertices in the slightly expanded area do appear to be adjusted slightly in the reference image.

I did try edge collapse again and it worked, I must be drunk the last time I tried so on left non adjust verts at expanded area, on right slightly adjusted verts with edge constraints on. (I just selected the verts and scaled them)

I just hope Perna dont see this at all or anyone in admin otherwise this post of mine will go in a hall of fails XD

I'm recreating Princess Peach's crown as a small side project in my free time. I'm having trouble modifying the topology in order to get a smooth shading. See the pictures below:

Does anyone know a way how I can get rid of that little bump? I tried making the support edges follow the entire edge loop, but that created a hard edge where I'd want the roundness to be preserved.

I'm recreating Princess Peach's crown as a small side project in my free time. I'm having trouble modifying the topology in order to get a smooth shading. See the pictures below:

Does anyone know a way how I can get rid of that little bump? I tried making the support edges follow the entire edge loop, but that created a hard edge where I'd want the roundness to be preserved.

I thought something like this might work:

Unfortunately it has an undesirable effect on the profile, and the valleys become absolutely insane:

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...

Science is blurry, as we know more it becomes reality. Mathematics is like art, it can be what you want it to be and explain the things you can't explain.

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...

Science is blurry, as we know more it becomes reality. Mathematics is like art, it can be what you want it to be and explain the things you can't explain.

## Replies

I've been screwing around with this model of my tomos' brakeshoes the last couple of days and I can't seem to get it quite right.

Tried keeping it as quaded as i can

I get these kinds of errors

Also tried with a boolean

But I get the same thing, I'm having trouble adding these details and keeping the curvature of the object intact. And im not quite sure why this pinching occurs it goes away when crease the vertical edges but then I get a hard crease of course.

For anybody wanting to take a look at the file I've enclosed it in my post. Its a blender 2.8 (which is coming along great!) file.

File:

http://www.mediafire.com/file/ehj033k9h2yqrhy/brakeshoes.blend/file

obj: http://www.mediafire.com/file/x0s0kxzyiydli4r/brakeshoe.obj/file

Don't like this pole! Anything I can do about it?

EDIT: realizing that there are three planes in play here like a cube, I ended up doing this:

I think I'd need a singular subdivide to have enough density to counter the subsequent creasing (due to the two new edge loops running to the bottom), but I actually like the effect it creates in this case.

Artstation -SCI FI Turret-Interceptor Drone P9000I have to model this thing, at the start I thought, ohh yeah it`s easy, but actually is not

I really don`t know how start with this part.

Have you some suggest ?

Thx guys

I would recommend making a start with this as best you can, and then coming back to ask for feedback when you have a model to show.

I tried it on a plane too but was unable to get even spacing like @perna

I did try edge collapse again and it worked, I must be drunk the last time I tried

so on left non adjust verts at expanded area, on right slightly adjusted verts with edge constraints on. (I just selected the verts and scaled them)

I just hope Perna dont see this at all or anyone in admin otherwise this post of mine will go in a hall of fails XD

Does anyone know a way how I can get rid of that little bump? I tried making the support edges follow the entire edge loop, but that created a hard edge where I'd want the roundness to be preserved.

Unfortunately it has an undesirable effect on the profile, and the valleys become absolutely insane:

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.

Artstation: www.artstation.com/artist/zio

Artstation: www.artstation.com/artist/zio

If u have any idea

help me please

thanks

Artstation: www.artstation.com/artist/zio

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

Artstation: www.artstation.com/artist/zio

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.

Artstation: www.artstation.com/artist/zio

here is the ref:

here is my attempt:

any help is appreciate