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.
A bit of a necro-reply, but I figured I'd chime in
The cushions were pretty straight-forward. Just make a planar with a bunch of cuts in it, then rotate it 45 degrees and start dragging your points with soft-selection or whatever.
The orange buttons are just hovering, as are the seams that come from underneath them, which comes from selecting the edges on the cushion geo that you want to run a seam along, then hit "create Shape From Selection". This'll create a path for you, that you can use the sweep modifier on, to get easy seams.
Hope some of this helps. You might be way past this point, by now, though :P
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.
Thanks!
just add a push modifier to your selected edges and find a value that looks rounded
Thank you but already been answered.
But here is another one.
I decided to model this (for practicing sub-d.)
How i tried to model the base:
1. (:
2.
3.
4. Divide on the segments seen here
5. Interpolation on 0 to get a low poly base mesh for sub-d.
6. And the result. The black one is the failed subdivided poly, the white is the spline that the subd model based on (with interpolation 6 for showing the original, wanted shape)
So the only way to get the original shape is to manually tweak the low poly cage, or is there any more 'elegant' solution?
Thank You!
(If you are that kind to reply: please dont quote with images coz the topic will be full with my shit.
Hi diop, I'd stay away from plain splines, as they convert to poly in a not always clean way. Just think in polygons from the beginning. Here is a step by step tutorial to get the shape you want, with quite high accuracy.
Thank You very much SyncViewS, very helpful. (And top of that i can save it with one click.
I could have sit here for ages to figure out using n-gons instead of circle splines. (:
this thread is awesome ... i did a minitutorial for modeling straps...i thought maybe someone here will find it usefull ... i dont want it to be only in my boysoldier thread...
Hmm, I'v skimmed through this place, but seriously, a aeroplane propella blade, they are some twisted shape I really can't get right, anyone got advice how to take one on?
so im working on a bot at the moment, and this is the basic leg breakdown. Im in a rut as to how I should approach this, it's a little different from what im used to. Anyone have any pointers?
i make the baseshape and then i bevel the edges with a added segment between the edges, so i can quadify it
looks nice
that other mesh on P&P. the other lego pieces. was made that way.
here is wires of that part.
Hey All,
I'm currently looking at some cable types for the scene that I'm working on, and I really like the braided metal cables that I've seen on car engines, power supplies etc...
Just wondering though, do any of you guys have any tricks up your sleeves for a quick way of doing this?
personally id model the pattern flat and use render to texture to turn it into a normal map.
If you're a completion whore like I am, do what he said, only use the bend modifier to bend your plane into a cylinder. If you're not worried about showing your hi poly, then ignore my post :P
haha. Yeah I want to show my highpoly, so... laaa deeee da! Thanks though Darth! I think I've figured out a way to do it. I'll post my results when I'm at the 'posting my results' stage
How do I achieve that in Max? I thought there was a plugin someone was talking about to do such? You know so I select the edges I want to divide/chamfer and get quad corners. Without having to manually select each edge ring and make an edge loop that wont follow the symmetry of the edge loop in question if the ring is compromised of different lengths.
you could just do cylinders connected together and capped to fit them; cut them in half and float.
if you want them connected go in and cut the geo of the mag and append/weld the geo add in some control edges/use max's version of crease to reduce the number of control edges, and call it done. It still wont be super clean geo, but with tweaking you can get it so that reflections/highlights don't distort unusually.
The really dark lines that look like there are 5+ edges are actually just pixel distortion of the "crease tools" lines in maya.
You do it the same way, here is how I do it in max, works just fine:
Just make it all quads, then add your edgeloops with the connect tool...
]
I think there is a misunderstanding. Edge Rings and connect only would work for the most basic box shapes. Im dealing with some more complex geometry, where the edge loops are not equal distance between them nor boxy.
Right now I have to select each individual ring separately. Connect and hope the vertices are somewhat equal distance at each point from the edge Im trying to enhance/sharpen. Its time consuming, inaccurate, and also does not help with creating a precise mechanical feel.
You could try taking the cap of a cylinder with x # of edges that you want, usually 6 is good. inset the cap, and then bridge edges. I think thats what its called in max anyways.
I do the same thing for complex surfaces, just requires more adjustment of verts and edges to make it fit. Its not something with really complex flow that happens fast.
Grimm there is a problem with your approach, the surface is not perfectly round because of your topology. Put a high specular shader on that geometry and you will see the reflection breaks around the hole. In theory it shouldn't break at all then you know your cyclinder is perfect.
A better approach is as follows:
- Create a plane
- Cut a cylinder into the plane
- Smooth to a desired polycount
- Then Bend that plane into a cylinder.
This will give you a perfect cylinder with a perfect hole in it. The key is to bend after the smooth though.
Also the diagonal cuts eminating from the 2nd, 4th, 6th and 8th edge of your cylinder will cause distortion. It would be better if they where horizontal or vertical. This would work fine if you used the approach i outlined above.
Grimm there is a problem with your approach, the surface is not perfectly round because of your topology. Put a high specular shader on that geometry and you will see the reflection breaks around the hole. In theory it shouldn't break at all then you know your cyclinder is perfect.
A better approach is as follows:
- Create a plane
- Cut a cylinder into the plane
- Smooth to a desired polycount
- Then Bend that plane into a cylinder.
This will give you a perfect cylinder with a perfect hole in it. The key is to bend after the smooth though.
Also the diagonal cuts emanating from the 2nd, 4th, 6th and 8th edge of your cylinder will cause distortion. It would be better if they where horizontal or vertical. This would work fine if you used the approach i outlined above.
I hadn't thought to smooth before bending. I've seen both approaches, and moving adjusting to a cylinder you can get minimal distortion, though smooth -> bend defiantly would yield the best results :thumbup:
From his description though it seemed like he was putting a inset into a wonky complex shape with several high low variations which smooth->bend wouldn't have worked, though I suppose smooth->lattice might and that was the point I was trying to demonstrate, just being lazy, which I suppose here isn't the place to be, actually, now that I'm thinking about it...
You could try taking the cap of a cylinder with x # of edges that you want, usually 6 is good. inset the cap, and then bridge edges. I think thats what its called in max anyways.
I do the same thing for complex surfaces, just requires more adjustment of verts and edges to make it fit. Its not something with really complex flow that happens fast.
Yea, thats not the same idea. I know, I know just post a picture. Let me get around to it.
heres an alternate approach using splines. its quite nice because you can modify the shape very easily using the spline shapes at the bottom of the stack.
Replies
http://www.game-artist.net/forums/sketchbooks/9770-glynn-smith-do-not-look-2.html
A bit of a necro-reply, but I figured I'd chime in
The cushions were pretty straight-forward. Just make a planar with a bunch of cuts in it, then rotate it 45 degrees and start dragging your points with soft-selection or whatever.
The orange buttons are just hovering, as are the seams that come from underneath them, which comes from selecting the edges on the cushion geo that you want to run a seam along, then hit "create Shape From Selection". This'll create a path for you, that you can use the sweep modifier on, to get easy seams.
Hope some of this helps. You might be way past this point, by now, though :P
But here is another one.
I decided to model this (for practicing sub-d.)
How i tried to model the base:
1. (:
2.
3.
4. Divide on the segments seen here
5. Interpolation on 0 to get a low poly base mesh for sub-d.
6. And the result. The black one is the failed subdivided poly, the white is the spline that the subd model based on (with interpolation 6 for showing the original, wanted shape)
So the only way to get the original shape is to manually tweak the low poly cage, or is there any more 'elegant' solution?
Thank You!
(If you are that kind to reply: please dont quote with images coz the topic will be full with my shit.
I could have sit here for ages to figure out using n-gons instead of circle splines. (:
Try this:
I did it without reference, and I'm sure it isn't aerodynamically correct, but I hope it helps.
so im working on a bot at the moment, and this is the basic leg breakdown. Im in a rut as to how I should approach this, it's a little different from what im used to. Anyone have any pointers?
Quit inflating your post count Pedro!
btw..
here is a video that i did yesterday. it shows how i am doing my hardeges now a day.
http://dl.dropbox.com/u/93793/Bevel.avi
i make the baseshape and then i bevel the edges with a added segment between the edges, so i can quadify it
looks nice
that other mesh on P&P. the other lego pieces. was made that way.
here is wires of that part.
I'm currently looking at some cable types for the scene that I'm working on, and I really like the braided metal cables that I've seen on car engines, power supplies etc...
Just wondering though, do any of you guys have any tricks up your sleeves for a quick way of doing this?
Maya its F2 > Deformers > Non-Linear > Bend
Max....I dunno..But theres a video around here somewhere. [ame="http://www.youtube.com/watch?v=RxSvh7Mwtyw"]Max - Bend Mod[/ame]
If you're a completion whore like I am, do what he said, only use the bend modifier to bend your plane into a cylinder. If you're not worried about showing your hi poly, then ignore my post :P
Thanks man, i've got a little done, and I'll post my WIP, I just gotta get outta this rut!
Someone could show me in whatever app, I can translate.
I use Modo, and Max.
I gave it a go there, bit messy, not exact, but really you just need enough there to hold the shapes.
OBJ Here: muzzle.zip
i know if i ad loops to the part i want smoothed on top it will make it look funny. so im not sure how to bridge this gap i have.
should i just do a hipoly with floating geometry? i want it to look like one piece as in the reference photo.
maybe im going about this all wrong?
any help would be taken with joy and blessings.
thanks guys.
cheers :P
http://www.edgesize.com/pics/tutorial.jpg
How do I achieve that in Max? I thought there was a plugin someone was talking about to do such? You know so I select the edges I want to divide/chamfer and get quad corners. Without having to manually select each edge ring and make an edge loop that wont follow the symmetry of the edge loop in question if the ring is compromised of different lengths.
Just make it all quads, then add your edgeloops with the connect tool...
Also, any ideas on this? I tried splines for the ribs, but it looks like crap and is hard to get them consistent...
http://www.pixagogo.com/Photos/Albums/Photo.aspx?id=S4ZKAflAIypxnldvjFxpVcmFSWwNMnOnBzFt07!THwNR4!ddJs-WrXzS83hymUuD1C
if you want them connected go in and cut the geo of the mag and append/weld the geo add in some control edges/use max's version of crease to reduce the number of control edges, and call it done. It still wont be super clean geo, but with tweaking you can get it so that reflections/highlights don't distort unusually.
The really dark lines that look like there are 5+ edges are actually just pixel distortion of the "crease tools" lines in maya.
Or just select them, turn on "normal" constraint and move upward
I think there is a misunderstanding. Edge Rings and connect only would work for the most basic box shapes. Im dealing with some more complex geometry, where the edge loops are not equal distance between them nor boxy.
Right now I have to select each individual ring separately. Connect and hope the vertices are somewhat equal distance at each point from the edge Im trying to enhance/sharpen. Its time consuming, inaccurate, and also does not help with creating a precise mechanical feel.
Inset on a curved surface.
I do the same thing for complex surfaces, just requires more adjustment of verts and edges to make it fit. Its not something with really complex flow that happens fast.
A better approach is as follows:
- Create a plane
- Cut a cylinder into the plane
- Smooth to a desired polycount
- Then Bend that plane into a cylinder.
This will give you a perfect cylinder with a perfect hole in it. The key is to bend after the smooth though.
Also the diagonal cuts eminating from the 2nd, 4th, 6th and 8th edge of your cylinder will cause distortion. It would be better if they where horizontal or vertical. This would work fine if you used the approach i outlined above.
I hadn't thought to smooth before bending. I've seen both approaches, and moving adjusting to a cylinder you can get minimal distortion, though smooth -> bend defiantly would yield the best results :thumbup:
From his description though it seemed like he was putting a inset into a wonky complex shape with several high low variations which smooth->bend wouldn't have worked, though I suppose smooth->lattice might and that was the point I was trying to demonstrate, just being lazy, which I suppose here isn't the place to be, actually, now that I'm thinking about it...
Thanks for the slick idea however
nm, found it. you have to optimize the steps in the spline roll out menu
Yea, thats not the same idea. I know, I know just post a picture. Let me get around to it.
http://www.luxinia.de/index.php/ArtTools/3dsmax
Edge Straighten?
I can model a cylindrical version but this panhead part is tricky without pinching.
It's keeping the sperical top looking good that I'm having real problems with.
This is what I can get so far, notice the flatspot on the top.
Start with an 18 sided cylinder and scale down every second two edges in a loop to create the hexagonal cavity.
You can of course use a denser Cylinder as Base (make sure the amount of segments is dividable by 6) to reduce the pinching to a minimum.
Easy when you know how I guess
ignore the bit where i hit 'corner radius' that was a blunder
http://screencast.com/t/NDRmZjBmY