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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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  • Kaito_Mei
    ZacD said:
    Start with a cylinder blocking out there the hinge will be, and build around it. I wouldn't worry too much about making it make 100% sense or avoiding internal collisions, scifi art takes a lot of liberties with design realism. 
    will try it out.

  • Kanc3
    Hi all to the master here, I'm pretty new to 3D and I was trying to model a halo battle rifle called BR85HB, and I faced some problem which I don't really know how the topology work at this section because there are like hole etc, wonder if anyone here know how it work for the topology? 
  • Cake_Seller
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    Cake_Seller polygon
    Kanc3 said:
    Hi all to the master here, I'm pretty new to 3D and I was trying to model a halo battle rifle called BR85HB, and I faced some problem which I don't really know how the topology work at this section because there are like hole etc, wonder if anyone here know how it work for the topology?
    I don’t think you need use subdivision surface modeling for this kind of shape. For me it looks like for this shape it’s easier to use booleans and bevels. Topology doesn't matter much. You end up with big amount of n-gons, but since those mainly will be on flat surfaces they will not affect shading.
  • Cake_Seller
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    Cake_Seller polygon
    @Kanc3 I recommend you to check out this channel: https://youtube.com/c/JoshGambrell
    This guy models similar things. He uses blender, but even if you use another software you should understand how to achieve similar results.
  • Kanc3
    @Kanc3 I recommend you to check out this channel: https://youtube.com/c/JoshGambrell
    This guy models similar things. He uses blender, but even if you use another software you should understand how to achieve similar results.
    Alright thank you so much will definitely check it out!
  • Filip5
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    Filip5 polycounter lvl 7
    Hey guys, I just want to ask how to model this, as I am not sure how to disort circle across edge. 


  • Cake_Seller
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    Cake_Seller polygon
    Filip5 said:
    Hey guys, I just want to ask how to model this, as I am not sure how to disort circle across edge. 
    Use boolean operation to cut the cylindrical hole.
  • Cake_Seller
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    Cake_Seller polygon
    @Filip5 probably this video is gonna be useful for you: https://youtu.be/eBoHuRoqBGM
  • Kaito_Mei
    Thank you @wirrexx for explaining how to understand the object and doing it.
  • kuronekoshiii
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    kuronekoshiii polycounter lvl 2
    Does anyone know what is the right topology for this one? I just can't seem to get the right one. 
  • FrankPolygon
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    FrankPolygon veteran polycounter
    @kuronekoshiii It's generally considered best practice to have enough geometry in the cylinder to be able to use it as support for the intersecting geometry. A few pages back there's a discussion about different topology strategies for that particular shape and how much geometry is enough to minimize smoothing artifacts.

  • kuronekoshiii
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    kuronekoshiii polycounter lvl 2
    Million thanks! 
  • YMM
    Hello.
    I have something to ask, but in the case of the shape of the image below, where should I put the support edge?
    I plan to apply a subdivision surface to this mesh.
    I feel that the area marked with a red circle is particularly difficult.

  • YMM
    @wirrexx
    Thank you for giving me a very easy-to-understand explanation.
    It went well.
  • mr3ddesigner
    Hello guys,I'm trying to find a better and faster way to weld multiple vertices at once.It seems to be too time consuming, if they will be welded one by one(software using 3ds Max)


  • Ghogiel
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    Ghogiel greentooth
    You can weld all those verts together with one hotkey press :# .

    But I assume you want a weld tool that would know what vert you wanted to weld each one to, and looking at the images, you want it to be a target weld and not an averaged weld between the 2 points. In which case, afaik no there is no such tool that would be able to know how to do that.

    You could just target weld all those in like 35secs, but maybe you could just bridge that gap instead and delete the extra loop might be faster if there are 30-40 pairs to weld.

  • SnowInChina
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    SnowInChina interpolator
    try bridging them and then deleting the extra loop
  • mr3ddesigner
    Ghogiel said:
    You can weld all those verts together with one hotkey press :# .

    But I assume you want a weld tool that would know what vert you wanted to weld each one to, and looking at the images, you want it to be a target weld and not an averaged weld between the 2 points. In which case, afaik no there is no such tool that would be able to know how to do that.

    You could just target weld all those in like 35secs, but maybe you could just bridge that gap instead and delete the extra loop might be faster if there are 30-40 pairs to weld.
    try bridging them and then deleting the extra loop

    Thank you guys, good suggestion.Actually I know how the bridge tool  works (and will try it later) , but I just wanted any tool or specific method which could be able to target weld multiple vertices at once.
  • wirrexx
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    wirrexx ngon master
    Ghogiel said:
    You can weld all those verts together with one hotkey press :# .

    But I assume you want a weld tool that would know what vert you wanted to weld each one to, and looking at the images, you want it to be a target weld and not an averaged weld between the 2 points. In which case, afaik no there is no such tool that would be able to know how to do that.

    You could just target weld all those in like 35secs, but maybe you could just bridge that gap instead and delete the extra loop might be faster if there are 30-40 pairs to weld.
    try bridging them and then deleting the extra loop

    Thank you guys, good suggestion.Actually I know how the bridge tool  works (and will try it later) , but I just wanted any tool or specific method which could be able to target weld multiple vertices at once.
    And selecting all the verts you want to weld and weld by distance does not work?
  • Kanni3d
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    Kanni3d ngon master
    wirrexx said:
    Ghogiel said:
    You can weld all those verts together with one hotkey press :# .

    But I assume you want a weld tool that would know what vert you wanted to weld each one to, and looking at the images, you want it to be a target weld and not an averaged weld between the 2 points. In which case, afaik no there is no such tool that would be able to know how to do that.

    You could just target weld all those in like 35secs, but maybe you could just bridge that gap instead and delete the extra loop might be faster if there are 30-40 pairs to weld.
    try bridging them and then deleting the extra loop

    Thank you guys, good suggestion.Actually I know how the bridge tool  works (and will try it later) , but I just wanted any tool or specific method which could be able to target weld multiple vertices at once.
    And selecting all the verts you want to weld and weld by distance does not work?

    he probably wants to maintain the position of one of the rows of vertices - a global weld value will average their distances and put em in the middle. Target welding is time consuming, but bridging + deleting the loop as mentioned is the way to go here.
  • Filip5
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    Filip5 polycounter lvl 7
    Hey guys, here is another piece. I dont want to use smooth modifier afterwards, so this should be final piece. I ma just not quite sure about topology of object and if this is okay.


  • wirrexx
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    wirrexx ngon master
    Filip5 said:
    Hey guys, here is another piece. I dont want to use smooth modifier afterwards, so this should be final piece. I ma just not quite sure about topology of object and if this is okay.



    in general if it smooths good, and you have no visible artifacts, then go ahead, use whatever topology you want.
  • YMM
    Hello.
    I am currently creating an air hole in hard surface modeling.
    I plan to use a subdivision surface.
    The base of the part where the cover is overhanging (the position of the red circle below) is distorted, and it feels strange when exposed to light.
    How should I fix this topology?

  • Kanni3d
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    Kanni3d ngon master
    YMM said:
    Hello.
    I am currently creating an air hole in hard surface modeling.
    I plan to use a subdivision surface.
    The base of the part where the cover is overhanging (the position of the red circle below) is distorted, and it feels strange when exposed to light.
    How should I fix this topology?


    helps to show your topology without subdivisions/isoline display
  • YMM
    This is the topology before applying the subdivision surfaces

  • Kanni3d
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    Kanni3d ngon master
    Try something like this (remove the edges in yellow)
  • YMM
  • cojoman_
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    cojoman_ polycounter lvl 2
    This was probably asked before, but I couldn't find it. How would you model this in one piece? The grip points or whatever they are called are giving me a hard time.


  • ZacD
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    ZacD sublime tool
    Often the easiest solution for simple shapes but small details, use a ton of geometry for the basic shapes. Enough so that those grips can just be extruded out.
  • cojoman_
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    cojoman_ polycounter lvl 2
    Thanks! I'll try this. I went for a similar approach but your result is way more smooth and clean.
  • Kanc3
    wirrexx said:
    Kanc3 said:
    Hi all to the master here, I'm pretty new to 3D and I was trying to model a halo battle rifle called BR85HB, and I faced some problem which I don't really know how the topology work at this section because there are like hole etc, wonder if anyone here know how it work for the topology? 

    So sometimes when i think something is to advanced, I usually tend to break it up to smaller parts right, Concentrate on on one and slowly work myself on the next piece. When I am done, I try to Merge them together. Try it that way?

    Also, try to show your example before posting.
    So I will use photoshop once again.

    Two ways to go at least for me. If something is hard I can also use the technique to draw how the edgeflow would go.
    In this case, this piece is rather flat, so should be easy to use ngons and tris everywhere without having issues.

    You could either split this up in three pieces and work them out (without adding support loops). Then merge and add the supporting loops.



    You can go with the bigger shape to smaller shape workflow.

    Primary = Build the shape without adding the bevels, around the shape. KISS (Keep it simple stupid).



    Secondary = Now I would add the bevels bigger cut-ins that I know would not work well with floats (or I need a denser shape before adding them). I could also add Support loops in this shape. So it holds when Subdividing once (turbo smoothing).

    Tertiary or floaters = With a denser cage, I can now either add my smaller details and merge them to the mesh Or use floaters.




    Hi sorry for a late reply was busy about assignment but truly thank you so much for the explanation!
  • Mir76
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    Mir76 polycounter lvl 3
    With 3dsMax I drew a line that turns (I used the Line tool). The only problem is that the final shape is not straight anymore. How can I do it?
    The angle of the shape is turned. How to solve this problem? Thank you.



    I would like to do this shape.



  • wirrexx
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    wirrexx ngon master
    YMM said:
    Hello.
    I am currently creating an air hole in hard surface modeling.
    I plan to use a subdivision surface.
    The base of the part where the cover is overhanging (the position of the red circle below) is distorted, and it feels strange when exposed to light.
    How should I fix this topology
    Mir76 said:
    With 3dsMax I drew a line that turns (I used the Line tool). The only problem is that the final shape is not straight anymore. How can I do it?
    The angle of the shape is turned. How to solve this problem? Thank you.



    I would like to do this shape.




    Let me be honest, atleast from my point of view. The shape you are showing and the shape on the picture under, does not make sense for me. any better picture? Cause from the references picture, it seems like a flat face. nothing else.
  • sacboi
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    sacboi insane polycounter
    possibly an optimization exercise into lines and/or splines, otherwise I'm stumped as well? 

    moar info please!
  • SnowInChina
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    SnowInChina interpolator
    wirrexx said:
    YMM said:
    Hello.
    I am currently creating an air hole in hard surface modeling.
    I plan to use a subdivision surface.
    The base of the part where the cover is overhanging (the position of the red circle below) is distorted, and it feels strange when exposed to light.
    How should I fix this topology
    Mir76 said:
    With 3dsMax I drew a line that turns (I used the Line tool). The only problem is that the final shape is not straight anymore. How can I do it?
    The angle of the shape is turned. How to solve this problem? Thank you.



    Let me be honest, atleast from my point of view. The shape you are showing and the shape on the picture under, does not make sense for me. any better picture? Cause from the references picture, it seems like a flat face. nothing else.

    phew, i thought i was going stupid
    this is what your shape looks like from the photo, maybe the bottom part has a slight curve to it which i didnt model in




  • Mir76
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    Mir76 polycounter lvl 3
    Thanks for the help. The problem is only the extrusion of the Line tool. As soon as you make a change of direction the extrusion is not straight. Example in video :


    While on the photo the small wall does not change direction.


    I would like this kind of shape :


    Sorry, if this is not understandable.

    I would like to reproduce this shape :

    I did this :

  • Kanni3d
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    Kanni3d ngon master
    Mir76 said:
    Thanks for the help. The problem is only the extrusion of the Line tool. As soon as you make a change of direction the extrusion is not straight. Example in video :


    While on the photo the small wall does not change direction.


    I would like this kind of shape :


    Sorry, if this is not understandable.

    I would like to reproduce this shape :

    I did this :


    bezier curves could probably rotate that area, haven't used line tool for this sorta situation. Most control/predictability is to just get a flat polygon and apply a shell modifier. Edit the bottom of the stack with preview on to ensure you're getting your result. Shift drag the edge to get more geometry and move it into place. For the problematic part you're highlighting, you could simply just grab the corner vertice of the polygon and adjust it on the z-axis to get that rotation.
  • Mir76
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    Mir76 polycounter lvl 3
    Thank you.
    I did your technique by doing a Shell, an alignment of some parts and several chamfer. I was curious to see if there was another technique. Because it's not very practical anyway. I would have liked more customization in the Line tool. It's a pity. Thank you so much !



  • BlueBow131
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    BlueBow131 polycounter lvl 4
    How would I go about modeling this chain? i already have a link model and can make a basic link chain but how do I make it twisted like this?
  • Cake_Seller
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    Cake_Seller polygon
    How would I go about modeling this chain? i already have a link model and can make a basic link chain but how do I make it twisted like this?
    What software are you using?
  • BlueBow131
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    BlueBow131 polycounter lvl 4
    How would I go about modeling this chain? i already have a link model and can make a basic link chain but how do I make it twisted like this?
    What software are you using?
    oh yea i forgot to specify. Im using Blender for this.
  • Cake_Seller
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    Cake_Seller polygon
    @BlueBow131 I suppose Array Modifier with Object Offset option is the way to go.



    Basically, you will need to fiddle around with the link shape and Empty object offset and rotation.
    If after watching this video you will have questions feel free to ask.
  • ZacD
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    ZacD sublime tool
    For jewelry see if you can figure out the name of the type of chain, and then find a youtube video of it being made or repaired. That way you can see what one link looks like and how it's twisted.  Personally for this chain, I'd probably bake it to a double helix looking shape with 2 cylinders, make it tile, and then I'd have a simple piece of geo I could then work with. 
  • Cake_Seller
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    Cake_Seller polygon
    ZacD said:
    I'd probably bake it to a double helix looking shape with 2 cylinders
    Could you please elaborate? It seems like good advice which I'm struggling to understand due to small experience in 3D modeling 🙂
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