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 lvl 7
    Klim3D said:
    Klim3D said:
    what have you tried so far ? this isnt a topic to ask people to make the stuff for you, its for you to try and when you get stuck you simply ask for suggestions ;)



    Sorry, I want to know how this can be done, are there any examples for this? Thank you.
    we help eachother by finding solutions on your current model problems, not by letting one of us do the model for you. So make an honest effort to do the modell when you get stuck doing it, we'll jump in to help you! =)
  • wirrexx
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    wirrexx polycounter lvl 7
    iacdxb said:
    Hi, doing a bottle and at top stuck with bump edge... anyone can help me how can fix this...?
    Thanks.
    The problem for this solution is probably in every 3-4th page of this forum. Curved surfaces needs to be equaly distanced for them to be able to hold smaller details.You could fix this by pushing and pulling the vertex on your model until it dissappear. Or, try to bake it down apply a fast texture and see if it's really a problem. 

    The first thing i can tell you is that, sometimes tris and ngons work on a curvature and sometimes they don't, The issue could be because you have 2 tries connecting to the save vert. 

    the second thing i can say is that you need to have a bottle with enough geo to be able to hold that shape when subd. You can start with a low poly mesh and make the primary shapes and simply subdivide it when you need smaller details. =) 

    Try deleting this edge and see if you get a better shading. 


  • absorbentghost
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    absorbentghost polycounter lvl 5
    How would u guys clean this up without adding other pole loops?

  • Kanni3d
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    Kanni3d polycounter lvl 3
    How would u guys clean this up without adding other pole loops?

    You're going to end up having TONS of poles regardless with a sphere that low resolution, and with those circle panel cutouts that high...

    That being said - increase the sphere's amount of subdivisons/edges, and have those cut outs be a bit less dense. Right now they're about 20 sided, when they can easily be 8-12 sided and hold up their shape :)
  • Klo Works
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    Klo Works polycounter lvl 3
    hi, 
    I try alot to achive this image: 

    my biggest problem when I start to sharp the area it start to show pinch.

    these area I want to make it sharp.




  • Pavel7
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    Pavel7 null

    Hi,everybody!Help please!
    Explain how do I model this leather wrinkles? Please give тне visual examples.I speak English a little))
    (I am using 3ds max 2016)  
  • Bumblebee
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    Bumblebee polycounter lvl 2

    how would you guys approach this? I always get really wobbely result if you look at the smoothing. The surface doesnt look clean at all.
  • Kanni3d
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    Kanni3d polycounter lvl 3
    Bumblebee said:
     I always get really wobbely result if you look at the smoothing. 

    Delete your support loops/unecessary geometry so that you can definite the shape and silhouette much easier. Then from that point, you can turbosmooth by smoothing groups to add geometry, or add manual support loops and go from there. The top triangular detail is well done :)
  • sacboi
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    sacboi greentooth
    @Pavel7

    Where's your attempted example? 

    It is only after you've honestly tried modelling the referenced object without success and posting the result here, a possible solution/s are then offered by others.

    This thread is not a resource for getting someone else to do all the work for you which in the process of doing so you'll likely learn nothing sustainable.

    However that said, I'll point you towards youtube there's a few Max tutes detailing workflows for your query so check them out.
  • Evil_Fischi
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    Evil_Fischi polycounter lvl 3
    Hi there,
    I am struggleling with the modeling of a hatch like this one here:



    I started with a box that I spherefied and booled the inset, but how can I add supportloops to maintain hard edges on it?

    How can I maintain the sharp edges (yellow) while keeping a smooth round surface?

    Or is it easyer to use flowters for such a task?

    Cheers
  • wirrexx
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    wirrexx polycounter lvl 7
    Hi there,
    I am struggleling with the modeling of a hatch like this one here:



    I started with a box that I spherefied and booled the inset, but how can I add supportloops to maintain hard edges on it?

    How can I maintain the sharp edges (yellow) while keeping a smooth round surface?

    Or is it easyer to use flowters for such a task?

    Cheers
    heey Schatz, i could demonstrate it to you via skype later. but here's a small breakdown.

    /wisam

  • SnowInChina
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    SnowInChina polycounter lvl 8
    i think the shape is even easier than what you do
    from what i can see, that part is flat on top, only the edges are beveled
  • Evil_Fischi
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    Evil_Fischi polycounter lvl 3
    @SnowInChina , no, I only chose an unfortunate perspective, it is not flat in the center but it has a slight curve to it.

  • sacboi
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    sacboi greentooth
    @Evil_Fischi

    I'd suggest just going with floating geo because there seems to be other inset details on that circular shape you'll have to bake down as well.
  • wirrexx
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    wirrexx polycounter lvl 7
    @SnowInChina , no, I only chose an unfortunate perspective, it is not flat in the center but it has a slight curve to it.

    here's my demonstration, could gone with less polys, but the thing is, it's a very simple shape and has a very simple solution. Pay careful attention to where you want your support edges, where you need them. And try to fit you're polycount to that. Less is more, but this was Lazy.. doing artstation challenge.. fast. .


    1. I made my big shapes.
    2. I turbosmoothes my circle twice.
    3. Used prooboolean with no edge removal. Deleted half of my mesh because it's symmetrical.
    4. added support loops.

  • drinkwater101

    ZBUSH - Please let me know if you have a solution. Thanks in advance! 


    ​It seems that it might be a coordinates issue which is noticeable when the Deformation tool is used, but that is only my guess.

    ​Here are the steps that I followed...

    1.) Appended a Sphere
    2.) Used the Move Tool on the X Coordinate while holding Shift (I even went to Geometry>Position>Set 0 for the X Position)
    3.) ​Went to Deformation>Taper to 90 (X and Y Coordinates active)

    This is where the issue comes in....

    Mine vs. Tutorials version:

    Mine: Looks like a horizontal drop
    Tutorials: Looks like a vertical drop

     I found work arounds, but I would really like to know how to correctly do this. 


    Thanks,

    Alicia B



  • EosOfOrcus
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    EosOfOrcus polycounter lvl 4
    Hi guys i'm working on this Shape for practice. I'm using as a reference a centerforce clutch. Right now i'm just going through making the grooves near the bolts on the clutch. I'm just going through trying to find out what's the best way for the edge-flow. I feel like on one hand i can have two ngons and keep the edges of the groove sharp or else i can terminate the edges and eliminate the ngons but i'll have smoother grooves. 

    I'm trying to see which method is more optimal and appropriate for this shape.

  • Yzii
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    Yzii null
    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)
  • sacboi
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    sacboi greentooth
    @EosOfOrcus either option is certainly viable and in my opinion it's just a matter of personal preference which solution would be the more applicable in terms of utilising other pipeline processes, if the intent here is for additional development of your referenced object - good work.
  • wirrexx
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    wirrexx polycounter lvl 7
    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 2
    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 3
    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 2
    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 2
    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 3
    Hello everyone
    i don't no how to create the correct topology for this part of model :)


  • Thanez
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    Thanez polycounter lvl 3
    @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
    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 greentooth
    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
    @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 lvl 7
    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 greentooth

    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.

  • Shaz_Snow
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    Shaz_Snow polycounter lvl 4
    so i always have a hard time cleaning up geo after cuts. I just dontget  how people "clean up cuts" without ending up with lumpy and bumby surfaces. Ive seen people use triangles here and there but i have a hard time  avoiding bumpy surfaces.




  • Lómerel

    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
    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!
  • Shaz_Snow
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    Shaz_Snow polycounter lvl 4
    so im really frustrated atm. Im trying to practice topology on like spherical surfaces and what is most annyoing is that i cant get rid of the bumps and pinch after i clean up my cuts. I use a quad sphere cut in some details with the cut tool and then try to clean it up. But the problem is when i clean it up by removing edges, adding new ones, the new edges i add dont really respect the flow or the curve of the sphere so they mostly lay flat on the sphere. I tried set flow but the result when i do it are sometimes too extreme. Anyone can help me how to handle like curved / spherical objects without creating bumps and irregularities on the way? cheers


    @perna @EarthQuake maybe you guys can help? (sorry if you didnt like the tag)
  • 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 5
    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
  • Shaz_Snow
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    Shaz_Snow polycounter lvl 4
    @.Wiki any idea on my issue?
  • MaxHoek
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    MaxHoek polycounter lvl 3
    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
    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
    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
    @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 vertex
    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 vertex
    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 9
    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?
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