Hippo : when someone says 'more geo' it usually does not mean you are supposed to add more cuts to what you already have. It means, starting over again, but building your base shape with say, a 48-sided cylinder already 'holding' its roundness by itself, as opposed to using a 8-sided cyl requiring subdivision to become smooth.
Ranger : you'll love it, there's so many things you can do with it!
The only hiccup is that once you have some parts of a scene built that way it's pretty hard to explain what you did to someone you are supposed to pass the file to for whatever reason. Also the resulting meshes will be very uniformly dense, as opposed to 'detail where needed' with regular subdivision work. Can be a good thing or a bad thing!
Some minor downsides really, not weighting much against the considerable gain in speed and accuracy !
Ok, trying to make some louver floating geo, having major problems trying to figure out decent topology for making it not suck. I started with a sphere, which was obviously a bad move, but not really sure how else to approach it!
Pior, you meant me when you said Hippo, yeah? I know more geo means restarting the whole shape, but what I was trying to get at was that if I had redone that shape I would have had to redone a lot more parts that I didn't show, so just finding a different solution was easier.
On that subject though, as to add something to the conversation, there is a useful tool in the graphite modelling tools called "Swiftloop" or something similar. If you hold shift while using that it will place an edgeloop in the exact center, and it will try to follow any curves already formed. It's a great time saver sometimes, when it works properly. Just in case anybody didn't know about it, thought I'd share.
1) subdivide a cube
2) "sphere-ify" it (whatever equivalent your package has)
3) remove uneeded quadrants
4) extrude end edge-loop
5) tweak with more edge loops if necessary
Well If other parts of your object look good and you want to redo only one part with the more geo technique .... You could very well subdivide the good parts x1 or x2, and attach that to the dense geo you are creating for the problematic part ...
Or, treat the new part as a separate object/floater
Well If other parts of your object look good and you want to redo only one part with the more geo technique .... You could very well subdivide the good parts x1 or x2, and attach that to the dense geo you are creating for the problematic part ...
Or, treat the new part as a separate object/floater
Huh, I never thought about re-doing bits like that. That's a good idea, thank you! I love this forum, I'm constantly learning something new
Im just helplessly watching -maybe the best- intro. material on this subject at the link above... come on man, spannish? :poly127:
And it has also introduction to nurbs.
One silly noob question.
After chamfered a loop, i made a one segment connect but of course it gets flat like grait plains, so how to fix this without vertex pushing/pulling?
Have tried to move or scale the edgeloop but of course it ends up with endless poly/vertex pushing.
or better these days, take the normal constraint and just move it along the normal, no need for a modifier for that anymore
also you could try polyboosts flow connect which is integrated in 2010 in the graphitetools
One silly noob question.
After chamfered a loop, i made a one segment connect but of course it gets flat like grait plains, so how to fix this without vertex pushing/pulling?
Have tried to move or scale the edgeloop but of course it ends up with endless poly/vertex pushing.
@ BAD COP - youre a star mate! thank you. really handy technquie to think about. I am confident that I could reproduce the same thing in maya. Do you think it would work on my following issue, taking into account the two different diameter widths.
I am kind of struggling which would be the best way of producing a grip pattern on the scar mk2 grenade launcher. As far as I gathered from the reference I collected the width of the cylinder's diameter changes from one end to the other.
I thought about using a nurb circle primitive and attact it to a cv or ep curve tool (I always get confused between them) then rotate. the nurb circle to create the cork screw pattern. This in my mind would be the easiest solution but then the cork screw pattern's diameter would be persistant with the nurb circles diameter.
- Is there any way of attacting two nurb circles at either side of the cp/ep curve?
- Even better, If are any better solutions that would rock my world, please dont be shy.
Hey guys.
Just when i was thinking I am getting better at this I run in to another situation.
I am uploading an image with example of what I don't understand.
I am also not looking for a solution for this exact situation but trying to understand how it works.
So I have a shape and I have to cut out a hole from it. (like in 1)Then I need to make some of those edges sharper so I just add some supporting edges but I end up having too many of them and not sure where to take them. Even if I let them run across the whole object they still screw up my shape. And the shape is bend also so that makes it even more difficult. I tested it on a flat plane and it works a lot better.
Sorry for all the writing.
How would you sharpen those edges?
Thanks polycount
The most important thing is to terminate those edge loops, the way i did it does produce some pinching. On flat surfaces its barely noticeable but its not that great for bent surfaces. You have to experiment some with this to make it look good.
I added another edge loop for the left image to make the edge a bit sharper.
Thanks Rufuss. I did try that but this adds more loops that will be running across the whole object and I am trying to find way to do this without having too many lopps going around. They might be a way to terminate them extra loops just after the second ring but I have not found a successful way to do it yet.
Thanks for your time
@ BAD COP - youre a star mate! thank you. really handy technquie to think about. I am confident that I could reproduce the same thing in maya. Do you think it would work on my following issue, taking into account the two different diameter widths.
I am kind of struggling which would be the best way of producing a grip pattern on the scar mk2 grenade launcher. As far as I gathered from the reference I collected the width of the cylinder's diameter changes from one end to the other.
I thought about using a nurb circle primitive and attact it to a cv or ep curve tool (I always get confused between them) then rotate. the nurb circle to create the cork screw pattern. This in my mind would be the easiest solution but then the cork screw pattern's diameter would be persistant with the nurb circles diameter.
- Is there any way of attacting two nurb circles at either side of the cp/ep curve?
- Even better, If are any better solutions that would rock my world, please dont be shy.
amazing thread btw!!!!!!!!
Cant you make a cylinder with a bunch of loops, turn on soft selection, select the loop on one end and scale it down?
edit: I dont know what soft selection is in maya, somebody translate for me :B
Ok, I kind of see what you are doing, had to click the image to enlarge it enough. So your modelling just this cod piece part?
The mesh I presented might not help exactly but if I were you I would make it a contiguous mesh that smooths correctly first and then detach parts and position them. Like in the image: the belt is on top, the cod piece is under that and subsequent parts underneath again.
I'm getting such a headache trying to model something like this chair:
I'm having the most trouble with the cushions.
Thanks in advance!
somebody posted a little gif or something on how they modeled it. I'm trying to find it but with no luck so far. Check around the Game artist.net forums in their Mini Comp section.
I never understood how I could start something like this or make its details like this and still have a smooth topology. The way the rim of it on the front would creep into the original structure and have a bunch of new details. In b4 more geo
All of those details look like they would be separate geometry? You could float most of that, if it really had to be one piece you could just subdivide the mesh and model it in. Shouldn't be any real trickiness to to it.
Replies
Ranger : you'll love it, there's so many things you can do with it!
The only hiccup is that once you have some parts of a scene built that way it's pretty hard to explain what you did to someone you are supposed to pass the file to for whatever reason. Also the resulting meshes will be very uniformly dense, as opposed to 'detail where needed' with regular subdivision work. Can be a good thing or a bad thing!
Some minor downsides really, not weighting much against the considerable gain in speed and accuracy !
This way shouldn't have those little 'lips' at the edge of each hole.
Any ideas?!
Many thanks
On that subject though, as to add something to the conversation, there is a useful tool in the graphite modelling tools called "Swiftloop" or something similar. If you hold shift while using that it will place an edgeloop in the exact center, and it will try to follow any curves already formed. It's a great time saver sometimes, when it works properly. Just in case anybody didn't know about it, thought I'd share.
1) subdivide a cube
2) "sphere-ify" it (whatever equivalent your package has)
3) remove uneeded quadrants
4) extrude end edge-loop
5) tweak with more edge loops if necessary
Or, treat the new part as a separate object/floater
Yeah that looks like what I wanted, thanks!
Huh, I never thought about re-doing bits like that. That's a good idea, thank you! I love this forum, I'm constantly learning something new
I'm having the most trouble with the cushions.
Thanks in advance!
http://www.m-keshta.net/sofamodeling.html
I want it to have a smooth curve and an intrusion. To harden the corners etc of the intrusion the curve becomes disorted.
Maybe someone has a suggestion on how to solve this ?
Tell me if I'm wrong.
Thank You, but i get 'Error in packed file!' on Part2 while decompressing.
Or its just me?
Im just helplessly watching -maybe the best- intro. material on this subject at the link above... come on man, spannish? :poly127:
And it has also introduction to nurbs.
There are pictures but ... ok, i stop crying.
Thx!
Hm, what a wonderful world we living in! :poly136:
That's how he did it
http://www.game-artist.net/forums/97967-post56.html
My pleasure
Wow, I learned a new word!
"cuadrangulaci
After chamfered a loop, i made a one segment connect but of course it gets flat like grait plains, so how to fix this without vertex pushing/pulling?
Have tried to move or scale the edgeloop but of course it ends up with endless poly/vertex pushing.
Thanks!
Swift loop in 2010 would prob. do a good job...just press shift when adding the loop.
or better these days, take the normal constraint and just move it along the normal, no need for a modifier for that anymore
also you could try polyboosts flow connect which is integrated in 2010 in the graphitetools
Scale out on all axis!
I am kind of struggling which would be the best way of producing a grip pattern on the scar mk2 grenade launcher. As far as I gathered from the reference I collected the width of the cylinder's diameter changes from one end to the other.
I thought about using a nurb circle primitive and attact it to a cv or ep curve tool (I always get confused between them) then rotate. the nurb circle to create the cork screw pattern. This in my mind would be the easiest solution but then the cork screw pattern's diameter would be persistant with the nurb circles diameter.
- Is there any way of attacting two nurb circles at either side of the cp/ep curve?
- Even better, If are any better solutions that would rock my world, please dont be shy.
amazing thread btw!!!!!!!!
or an easier way would be to just scale the end down a little
Just when i was thinking I am getting better at this I run in to another situation.
I am uploading an image with example of what I don't understand.
I am also not looking for a solution for this exact situation but trying to understand how it works.
So I have a shape and I have to cut out a hole from it. (like in 1)Then I need to make some of those edges sharper so I just add some supporting edges but I end up having too many of them and not sure where to take them. Even if I let them run across the whole object they still screw up my shape. And the shape is bend also so that makes it even more difficult. I tested it on a flat plane and it works a lot better.
Sorry for all the writing.
How would you sharpen those edges?
Thanks polycount
I added another edge loop for the left image to make the edge a bit sharper.
Thanks for your time
Cant you make a cylinder with a bunch of loops, turn on soft selection, select the loop on one end and scale it down?
edit: I dont know what soft selection is in maya, somebody translate for me :B
but yeah soft selection would probably be the best option.
Thank you but push modifier is ok for me, (thx bitmap).
disanski: obviously the pros here are tired of saying:
more geometry. (:
I will try to build the whole thing with more geometry. Thanks
most appreciated
Like this?
Why not add a bit more of a groove before it tapers out to smooth, that way it looks a bit less organic and more like padding.
The mesh I presented might not help exactly but if I were you I would make it a contiguous mesh that smooths correctly first and then detach parts and position them. Like in the image: the belt is on top, the cod piece is under that and subsequent parts underneath again.
somebody posted a little gif or something on how they modeled it. I'm trying to find it but with no luck so far. Check around the Game artist.net forums in their Mini Comp section.
In b4 more geo