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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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  • naman
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    naman node

    How to model this ?

    I am working on this gun part but after subdiving it's resulting in a strech in the model. Can anyone tell me how to fix this even after subdividing.

  • FrankPolygon
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    FrankPolygon grand marshal polycounter

    @naman Resolving this type of smoothing artifact is a fairly common question and there's a number of different ways to approach the order of operations and topology routing. This thread has lots of great examples provided by the community so it's generally worth the time to have a quick look for how other artists have solved similar shape intersections.

    A few of pages back @wirrexx shows how to blend similar intersections into spheroid shapes using n-gons and a couple of pages back there's a write-up that covers several different solutions for merging edge loops from shape transitions into the sides of cylinders.

    Most approaches to resolving this type of smoothing artifacts can be boiled down into either using the existing geometry as a support loop by offsetting the intersecting shape or terminating the perpendicular edge loops in a triangular quad or n-gon.

    Which approach makes the most sense will depend on whether or not the shape is constrained by adjacent geometry, how sharp the edges need to be and whether the transition into the cylinder needs to be exactly at the mid point. The following example highlights the basic concept and both approaches can be resolved to all quads if required.


  • Deqa
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    Deqa polycounter lvl 8

    Having trouble with the chamfers on this truck cabin. I start from a cube, chamfer or bevel all 4 edges of the cube, and then try to inset for the window, inset for the driver side window... but then I realize, it's really hard to control my bevel loops, subdivision, and get it to look like the truck cabin from the reference. It ends up just looking like my attempts below.

    Especially this flat transition from the cabin's chamfer to the window. Ultimately, it's a mess of too many edge loops, and too many chamfers / bevels to create this cabin's curved edges and flat transitions!

    Any help would be appreciated to try to get this closer or what order of operations I should follow. Chamfering a cube first and then trying to inset for the windshield or adding control loops for flat transitions doesn't seem to work.


  • naman
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    naman node

    Someone help me on this. How to model this without strech.


  • ZacD
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    ZacD ngon master

    I'd model separate pieces as separate models.

  • laeion

    @FrankPolygon

    Thanks for take your time to answer! I think you gave more answers than questions I had :) ! I had an idea for your method (manual adjusting mesh) but my first tought was, that nobody do this way, .. but then I was wrong! I hope that I will find a little time, to try these modelling methods! I follow your threads, but honestly never heard about soft hard surface modells, I think I found something new to learn!

    @snakedogman

    Well, I'm not working in the game industry, so modelling is a hobby for me at the moment. I don't make my modells to commercials or games, therefore my goals are different. I more like to create stylistic renders/animations instead of photorealistic. So I targeting more something between high poly and low poly. (mid poly?) I don't know this is a good approach, but since this is a hobby project for me I used to challenging myself to modelling something with minimal polycount but over lowpoly.

    If I created some useful modells I will post them here for some critique!

    By the way the style what really catch me is this (Arseniy Chebynkins work:

    https://www.artstation.com/artwork/8eG8Dw

    https://www.artstation.com/artwork/o2EoB

  • solitudevibes
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    solitudevibes polycounter lvl 2

    Please, someone help. I just cant wrap my head around on how do i model this?

    Last image is what im aiming for


  • solitudevibes
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    solitudevibes polycounter lvl 2

    Hi guys, ive reached a dead end and i cannot progress any further.


    IIts the bottom part of the handguard that gives me so much trouble. The curve at the bottom and the inset that ends with 2 edges connecting into a single vert. I tried extruding and using booleans but it just does not work. Please, tell me how do i even start making this absolute nightmare of a model

  • hututuzhang

    Hi guys,How to make it round?


  • ZacD
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    ZacD ngon master

    Use more edge loops, extend the loops down and through the hole instead of looping around the corners, that'll pull out the corners like you're seeing.

  • hututuzhang
  • bittermelon

    Hello everyone. This is my first time trying to model something but I was wondering how I would be able to get a sharper edge on this? I'm trying to create a Pokeball. Thank you


  • hututuzhang

    I saw it, thanks.I imitate your wiring,The problem has lessened, but it remains.

    I would like the effect to look like this,Or maybe this is an effect that cannot be done?


  • solitudevibes
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    solitudevibes polycounter lvl 2

    @FrankPolygon amazing breakdown! thank you, Frank

  • sacboi
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    sacboi high dynamic range

    Cheers Frank, nice of you to mention other contributors too this thread.

    Edit:

    Also imo, that weapon foregrip looks very juicy indeed 👍️

  • hututuzhang
  • Raphael_Bouch

    How the f* do I combine these ?

    Hi ;) ! I am modeling a radial engine cylinder and I have some real issue combining these "heat fins" into the main cylinder corpus in a subd friendly way. As you can see the fins are pretty dense and their position seems incoherent with the cylinder body although I they are placed exactly as they should be based on blueprints.

    Here is the .blend in question if anyone wanna play with it, thanks in advance !!!

  • Kanni3d
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    Kanni3d ngon master

    You've kind of answered it yourself - in order to combine such fine/thin details onto a large, not very dense mesh - your cylinder needs to have a lot more segments to support that sort of intersection, which in return gives it some supporting geometry without pinching.

    I'd advise simplifying, and thickening the fins up (for more readability, and so that you don't have to go too dense with your cylinder)

  • hututuzhang

    Hey guys, I want to ask how to model this?


  • naman
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    naman node

    Hello, I want to create this without any hard line. Can someone help me with this. It should be one object. I have tried multiple ways but not working.


  • wirrexx
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    wirrexx ngon master

    do you have a better reference. If i understand it correctly, you want the cube part that goes into the cylinder to be softer? just even out some of the edges that are close to the area more.



  • naman
  • sacboi
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    sacboi high dynamic range

    @naman said:

    Hello, I want to create this without any hard line. Can someone help me with this. It should be one object. I have tried multiple ways but not working.

    No not this one. Help me on this.


    Hey...apply some manners coupled with common courtesy when asking for guidance since you hadn't even bothered posting an attempt to begin with plus I'll also strongly recommend binning that obvious sense of entitlement! - too

    Bluntly put, you're actually quite lucky receiving feedback at all especially from experienced people, who've taken the time and effort to offer help, aside from this specific instance but for many other queries over the preceding years, as well.

    So I really think an apology should be forthcoming, don't you?!

  • naman
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    naman node

    Thanks @FrankPolygon for this. Last time you helped with that cylindrical extruded shape, that technique is awesome.

  • naman
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    naman node

    I didn't recall any moment where I misbehave with someone. Have some manners. Don't try to get attention by doing this. If you have some problem with me message me personally.

  • naman
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    naman node

    I agree with all this. But I didn't recall any moment where I misbehave with anyone in this group. Don't try to get attention by doing this. If you have any problem with me message me personally.

  • hututuzhang

    Hey guys,why is there a shadow here?

    😭


  • naman
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    naman node

    Try selecting the object.

    Go to object data properties

    Normals - turn off auto smooth

    Or

    Select whole object and shade flat.

    Hope this helps.

  • hututuzhang

    Thank you very much!😁Normals - turn on auto smooth,It looks normal now.

  • SkinnyM

    Hello everyone!

    I faced with may be a trivial case, but solution is not obvious to me.


    I see only 2 ways to deal with such an angle.

    First:

    But here I have the quad which has a shape of triangle. Is it ok?

    Second:

    And here I have a star that shouldn't be there.

    Is there any other method to solve this kind of angle?

  • sprunghunt
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    sprunghunt polycounter

    I would normally do the second version but extend the edge loops

    like this:

    at the very least I'd extend out a single edge loop like this:


  • FrankPolygon
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    FrankPolygon grand marshal polycounter

    @SkinnyM Both topology layouts are generally acceptable for most hard surface models.

    While the quad grid corner is a more conventional choice, the triangular quad corner tends to produce more appealing results for this type of shape transition. Something that can be verified by previewing the subdivision and looking at the mesh from multiple angles. Comparing and validating different topology layouts also provides an opportunity to learn which loop routing strategies produce the desired results and when it makes sense to use them.

    Although most flat surfaces are relatively tolerant of less than ideal topology layouts, as @sprunghunt mentioned, carrying some of these loops across the mesh does tend to produce more consistent smoothing behavior. Which is why segment matching and controlling shape deformation, that's often caused by abrupt changes in the loop routing, is an important part of preventing smoothing artifacts on high quality surfaces and curved shapes. So, although it isn't always essential for certain types of hard surface shapes, it is generally considered best practice to have relatively consistent loop paths. Even on flat surfaces.

    It is possible to simplify the quad grid layout by reducing some of the edge loops into n-gons or triangles but since the triangular quad layout tends to be more efficient this type of topology strategy is often limited to specific edge cases. Context is also important. Something that's passable in one situation may not make sense in another. Topology requirements for game art tends to be slightly more relaxed when compared to other fields like visualization, VFX, etc.

    Recap: Test different topology layouts and compare the results. If the mesh subdivides cleanly and fits the technical requirements for the project then it's generally going to be passable. When it comes to hard surface subdivision modeling, focus on developing the proportions and shapes first then move on to work through the base topology flow before adding the support loops. This will make it much easier to solve loop flow issues and optimize the mesh.

  • SkinnyM

    @FrankPolygon  great big thank you for your another complete answer! And for the link to another comment, it helps a lot.


    The edgle loops are not extended on my screenshots just because the question was only about that corner :)

  • sprunghunt
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    sprunghunt polycounter

    If you're using a typical edgeloop insertion tool to create those loops you'd need to go back and delete edges to make the second example I gave. It's quicker to just leave the extra edgeloops in there.

  • naman
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    naman node

    Hello guys,

    I am working on this part. But even after trying different ways I am not able to make it right. Please help me on this part.

    I want to remove these strech lines from my mesh.

    I want to create this part in one mesh.

  • naman
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    naman node

    Thanks for the help. Applied this method but triangular quad end is not working as expected. Can you check on this.

    Here the file link - https://drive.google.com/file/d/1YqKVCPLbCNOO20SmGHPhDLleUSdpEFsa/view?usp=share_link

    Or this much is ok.

  • FrankPolygon
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    FrankPolygon grand marshal polycounter

    @naman The support loops aren't wide enough to allow for a smooth transition where the triangular quads were used to reduce the perpendicular loops. Whether or not the smoothing artifact is acceptable really depends on how accurate the model needs to be. Which is usually based on the intended use for the model and how closely this part of it will be viewed.

    Most of the edges in the subdivision model are extremely sharp. Which can make some of the shape transitions difficult see from a distance and will likely cause baking artifacts. If the model is going to be used in a high poly to low poly workflow then it probably makes sense to use wider support loops. Especially when considering how small this part is.

    The alternate option would be to increase the number of segments in the curve but that only makes sense if the model will be used for something other than baking. At which point, if shape accuracy is the primary concern, it may make more sense to look into alternate poly modeling or parametric modeling workflows. Which will be slightly easier to manage than traditional subdivision workflows.

    It really just depends on what the model will be used for.

  • Kanni3d
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    Kanni3d ngon master

    You've set the topology right here, it's just the trigger guard itself needs more base resolution to support that merge. Which is essentially only four polygons worth.


    The curved/bulge part (red) is pinching since it's not planar (blue). Add some loops/base resolution and you'll see an improvement.


  • naman
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    naman node

    Thanks @FrankPolygon and @Kanni3d for your help. I am able to make it right now. 😄 Thanks for sharing the technique and methods.

  • Soldeus
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    Soldeus polycounter lvl 10

    Hi! I've modeled this control panel piece that needed to have some specific button placement. I managed to achieve a working result without any noticeable shading errors at the distance/target we are aiming for, but, while it works, Im not happy at all with how the topology turned out and was wondering how to improve upon this! ( Problem was that this panel has a slight curve in 2 axis). Is this a case of just start with more topology so I could use the existing loops as supporting loops? Or is there any cleverer way to improve this model? Thanks in advance!!



  • Deqa
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    Deqa polycounter lvl 8

    I'm stumped with this hood light and its Bevel transitions. Especially what appears to be a triangle termination around a corner. Am I approaching this incorrectly? I don't like how the bevel goes around the edge like this. I am certainly confused on how you could make certain edges of the hood light go from soft to sharp without intersecting bevels and producing pinched geometry, because some of the edges of the hood light are soft and then other parts are sharp.

    Am I wrong for thinking this could be done in one Bevel modifier? Even if I try to set up separate weights to create a soft edge in one area and a hard edge in another, it seems like an impossible task via weights or vertex groups. In addition, is the trim border a floater? My attempts at extruding that trim line and applying edge loops or bevels to it to get it to appear like a popped out trim have failed, needless to say. This seems like an easy task but I am stumped in more ways than one (mainly because I am staunchly thinking this could be done in a single Bevel modifier with Sharpen + Weights) and yet I end up with areas that need to be controlled more softly and some harder.


  • sacboi
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    sacboi high dynamic range

    Unless you've an aversion to utilising destructive workflows I'd simply model that shape conventionally, by just using control/support loops whilst appropriately terminating poly strip transitions which really should be a straightforward process in of itself since those surfaces seem to appear planar or close too?!

    Edit:

    Haha...nerfed too the draw at a mere 60s 😀

    OP! Frank nailed it yet again so I'll advise following his example.

  • sacboi
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    sacboi high dynamic range

    [double post deleted - still hung-over from NYE festivities 😎]

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