Hello, how can i model those armrests of office chair properly? (and quick) I just wanted to model a chair for game project, but stuck on those two, it's become my idée fixe which doesn't let me finish this without modeling armrests right (i hate it). I don't even know how to approach them, did multiple tries, but i didn't liked any of them. At first tried to do separated meshes - they're too visible Then tried merged, but it feels wrong, i don't like how topology come out Also tried to merge in ZBrush with dynamesh, but couldn't get smooth shading.
Hey im trying to get this base shape (circled blue) layer out but im not sure if im going about it in the right way. Something about what I currently have isnt right, there isnt a smooth transition between the large circle and the smaller circle. Perhaps instead of trying to make the circles, i should try modeling cylinders of the two shapes and then combining them together. Ive attached what I currently have as well as the ref and a link to other photos of my ref, I am only trying to get the base shape of the two circles together, im not worried about making all the Booleans and small details.
I think I figure out the shape (the small circle shape is still slightly off but ill keep working on it), I figured I could post my solution here unless anyone would like to see it in the future.
I am trying to match shape II in the picture below. Shape I is my attempt.
My method is to use a rectangle and make the lower face smaller. Then I put an edge loop between the top and bottom face, push it out aways, and bevel it.
However, the bevel only goes between the top face and the mid point. I need an even distribution between both extreme ends. Not sure why the bevel does not work that way. I am working in Maya 2022.
Steps:
1. Bisect a rectangle with an edge loop
2. select that middle edge loop and bevel it. But when adjusting the Fraction parameter, we only seem to adjust between top face and mid. I want to adjust between top and bottom faces evenly.
Secondary question: Can anybody tell me what this shape is called? It is an architectural shape... would you call it a cornice?
Is there something besides a bevel I could use?
I tried a loft with curves and it gives good non-destructive editing but you end up with weird geo where the curve joins itself:
I'll provide my own answer here but certainly interested for any advice. It looks like lofted curves might be best thing in maya, though for this simple case it seems overkill. Here's what I've done though:
1. First I misunderstood the shape. Middle edge shouldnt be equal distance from extremes. Should be nearer to one side.
2. Bevel that
3. Then just move the top face down and it is done.
Job is accomplished but it seems imperfect because of having to tweak the initial shape. But whatever I guess its not end of the world.
My issue with curves is that I can't find a way to "smooth" a collection of CV joints, so the curve portion has to be made manually by eye, rather than letting computer do it.
Hmmm.. in blender you can do something like bevel edges and so...
Ah, works same way in maya after testing. I dont know why I had an idea to add a middle edge and bevel that instead. Made it more complicated than necessary.
Sometimes the mind is just on some worn out ways.. and if you stop and look up.. you think.. why did i wanted to go this way ? (applies to a lot of things )
I am a matter of hours away from purchasing my first proper computer, a nearly 3000€ machine built in large part thanks to the wealth of information regarding render requirements, functional hardware options, and suggested builds to be found on this website.
Further searches led me here, to this thread. a thread started over a decade ago, still going strong and active, with (seemingly) nothing but good-willed advice between experts, masters, and beginners like me.
I don't have a model to post here. not yet at least. I don't have any functional advice to share, for I am a beginner myself.
but I couldn't NOT point out the absolute bliss and pleasure it is to come across a forum like this. It's like I just came across a treasure in the depths of the ocean.
Hello I really need help on the issue of modeling a car wheel.
The thing is that the usual so say symmetrical wheel is not a huge challenge to model, but here is a wheel with unusual forms (attached photo orange wheel) I just do not understand how to make such a form. The third day already tortured.
I would be very grateful if you could tell me HOW to model it reasonably. It just makes me want to scream. - How The F*#% Do I Model This? Thank you very much in advance
@macaron10 Break the complex forms down into individual features then break those features down into radially tiling elements. Focus on generating accurate shapes first then use those shapes to guide the overall topology routing. After that just add the final support loops around the perimeter of the shapes and shape transitions.
Here's some additional resources on creating radially tiling features and similar shapes:
Hey i am trying to model this ornamental design, im struggling with the circular section. Heres what ive got so far, i made the left and right side of the mesh seperatly after a failed attempt to make them in one mesh.
Personally, I'd model a bunch of separate curly parts I can reuse and tweak, don't worry about overlaps, just kitbash them together. Either bake down all the details to a pretty simple mesh or use a tool like 3d coat that can voxelize the model. These types of details are pretty small and just become visual noise, so they don't need to be perfect.
Hey, I am losing my mind over this shape. It doesn't help that I've already added a bunch of support loops. But I can't seem to get this shape without causing an unholy amount of pinching. I'd prefer to not run edge loops over the curve, even if I do, pinching is still present. Any help would be appreciated.
What would be the most efficient way of modelling, or rather, remodelling an existing flat-ish modular piece (pic1) in blender to fit a corner shape like in the other pictures? The perfect case scenario is such that preserves UVs. The example in the images is not mine. My own attempt is the last pic. Ironically, it would be way easier to manually model it in sketchup simply because of its inference system.
After you have insetted, extruded and scale your model to you liking you may rotate it 45 degree in the viewport and switching to orthogrphic view and then have a look into the bisect tool.. after pinning all UVs a simple edge selection and mkae face (with thr F2 addon) will also add correspondending UVs.. now this inclinded areas may need this inner setting and extrusion..
Hey im trying to make this piece and im stuck. Ive tried a couple different methods but i keep getting shading issues from bad geometry. Any ideas?
Heres what I have:
Refs:
Either you have to start with dense cylinders so you don't have to worry about topology and connecting edges or you would have to pay attention to cylinders sides to avoid triangles (which I think isn't a big issue in this case).
Having a bit of a problem with this suppressor (trash panda by q), as I can't seem to make it keep the smooth curvature on the front side once I turn on the subd. By adding loops horizontally it also breaks the curvature, really got no clue what to do. Is it because I modeled around those 12 faces and the shape is not round enough? Thank you in advance for the help!
Gotta be really careful when adding edge loops around a consistent smooth curve. Generally it's easiest to start with more geometry and you can terminate those extra edge loops in flat areas where it wont affect smoothing. I'd probably start with 36 or 72 loops around that cylinder.
Gotta be really careful when adding edge loops around a consistent smooth curve. Generally it's easiest to start with more geometry and you can terminate those extra edge loops in flat areas where it wont affect smoothing. I'd probably start with 36 or 72 loops around that cylinder.
Thank you for the fast reply! I'll get to work and update you if I encounter any problems
Hello there. I'm a total noob when it comes to 3d modeling and i've been wanting to make a paper art with some topography 3d models that i can get online. I tried using google and asking some friends, but I don't even know the correct terminologoy for this. So I'm gonna send 3 images that sparked my art idea as an example of what i want to do, from the starting 3d model, to the ending result. From the resulting 3d model (The low poly prisms) I'm gonna use pepakura designer to make a paper model. Can anyone help me on how to get from image 1 to 3????
Hi there!
I need your help with this bolt for subdiv.
I don't have any idea how to smoothly end the connection of the thread with the 'body' without getting any artifacts.
Hey i am trying to model this ornamental design, im struggling with the circular section. Heres what ive got so far, i made the left and right side of the mesh seperatly after a failed attempt to make them in one mesh.
Hi you've pretty much got it sussed, atm just lacking a bit of finesse.
Anyway here's a solution I'd shared when someone else was tackling a similar issue, on how to model ornamental shaped filigree - that might be useful including a couple of other workflow links as well:
Hey im trying to model the hip joint a clone wars style b1 battle droid, ive tried several iterations but none have seemed to work properly. Heres my current attempt as well as some references. Ive also circles areas of issues that are causing pinching and what not. The area that is causing me the most issue is the cut out section near the middle of the torso.
hello new member here i am so desperate to create this material that i ended up here anyone know how to make it with vray and 3dsmax it's a piece of soap that have embeded small bits in it , some are visible some are not , and some of them are just below the surface
hello new member here i am so desperate to create this material that i ended up here anyone know how to make it with vray and 3dsmax it's a piece of soap that have embeded small bits in it , some are visible some are not , and some of them are just below the surface
what is the final product? a bar of soap in a (any really, iso, thirdperson, even firstperson) game?
use a normalmap
how close will you be getting to that soap that it needs to be modelled in? if its for advertisement, i would really just displace it.
oh wait this is about the material/shader? i feel like this is totally the wrong thread for that.
for games if you wanna go there, parallaxing could give a bit of a sense of pieces being inside and blurred away but i am not sure if it will ever be worth the efford.
How would we get something like this in 3DS MAX? I found the Spring option in MAX but the vertical edges come out 'wonky' and are not perfectly in-line with eachother. It also wouldn't let me just have faces only and insisted it give me an extrusion even if set to Zero depth(it would give me double-faces on top of eachother(so I would have to delete the thickness, adding more steps). Any help would be much appreciated.
Could someone take a really quick look at this problem I've encountered please? It is about using instances and zeroing out orientations. I made a very quick YouTube video to show what is happening as I figured that would be easier. Thanks
Could someone take a really quick look at this problem I've encountered please? It is about using instances and zeroing out orientations. I made a very quick YouTube video to show what is happening as I figured that would be easier. Thanks
I have tried replicating what you did in the video but it works fine for me. Maybe try resetting the pivot point(press D and then right click drag menu) and then aligning the pivot to object. I'm sharing my attempt of replicating your issue, if nothing works maybe try deleting your maya pref folder in documents (make a backup before deleting.) https://youtu.be/ePXaJTYQK7I
Could someone take a really quick look at this problem I've encountered please? It is about using instances and zeroing out orientations. I made a very quick YouTube video to show what is happening as I figured that would be easier. Thanks
I have tried replicating what you did in the video but it works fine for me. Maybe try resetting the pivot point(press D and then right click drag menu) and then aligning the pivot to object. I'm sharing my attempt of replicating your issue, if nothing works maybe try deleting your maya pref folder in documents (make a backup before deleting.) https://youtu.be/ePXaJTYQK7I
Thanks very much for trying it out, I appreciate that. The difference is that I baked the pivot, so I could zero it out. It looks like your pivot isn't baked in your move settings. When it isn't baked, there isn't a problem, but it means that it can't be zeroed. Thanks though, very kind of you.
How would we get something like this in 3DS MAX? I found the Spring option in MAX but the vertical edges come out 'wonky' and are not perfectly in-line with eachother. It also wouldn't let me just have faces only and insisted it give me an extrusion even if set to Zero depth(it would give me double-faces on top of eachother(so I would have to delete the thickness, adding more steps). Any help would be much appreciated.
Good afternoon! first time posting here. I've acquired my computer last month and have been immensely enjoying the world of 3D ever since.
[BLENDER]
Currently learning materials. I wanted to model some lab equipment, and when making an erlenmeyer flask, thought of selecting the inner side polygons, duplicating, then separating. I capped the top of the object this created, but when I attempt to render, this object is acting weird. (Cycles, GPU (GTX1050, I don't have my glorious rtx 4080 at work)). For some reason, Projected shadow is pretty opaque. despite basically max transmission and subsurface, the shadows these project onto the flat surface below are opaque and dense when I expected a crystalline glass.
Good afternoon! first time posting here. I've acquired my computer last month and have been immensely enjoying the world of 3D ever since.
[BLENDER]
Currently learning materials. I wanted to model some lab equipment, and when making an erlenmeyer flask, thought of selecting the inner side polygons, duplicating, then separating. I capped the top of the object this created, but when I attempt to render, this object is acting weird. (Cycles, GPU (GTX1050, I don't have my glorious rtx 4080 at work)). For some reason, Projected shadow is pretty opaque. despite basically max transmission and subsurface, the shadows these project onto the flat surface below are opaque and dense when I expected a crystalline glass.
What might I be overlooking?
Thank you so much in advance.
this is a thread about modelling. not sure where else to ask, maybe check inside the blender megathread? no clue really
There is so much to consider about the proper glass and fluid material etc.. you may have a look at this other forum BenderArtists.org: accurate-liquid-in-glass-rendering ?? ( sorry i didn't follow any thread here about this topic )
Hi, I'm not too clear on getting the proper shape transition. I'm sharing my attempts and problems I found, please have a look at them.I started of with quarter of 24 sides cylinder(6 sides) as I found easier to manipulate the overall shape but I was getting pinching or sharp edges. I believe I have to start with a higher polycount with the required curvature already established to avoid pinching or sharp edges but I'm not too keen on how to get the top transition detail with higher polys. I would like to see your methods and techniques to create this model.
It's good, most of the edge flow of the cylinder is maintained. My only concern is the detail might be too sharp and not show up once baked.
Thank you for your answer! No problem at all. This model isn't for bake. Despite this, what do you think about the number of vertical loops? In my opinion, 72 loops for such cylinder is too much, but without them, the shading looks really ugly.
It's good, most of the edge flow of the cylinder is maintained. My only concern is the detail might be too sharp and not show up once baked.
Thank you for your answer! No problem at all. This model isn't for bake. Despite this, what do you think about the number of vertical loops? In my opinion, 72 loops for such cylinder is too much, but without them, the shading looks really ugly.
There's a ton of mesh optimization info, in the previous 15 pages alone or check out the wiki or Frank's sketchbook
As an aside - working with dense high subd resolution geometry can be a challenge, unless you're familiar with the technique:
Replies
I just wanted to model a chair for game project, but stuck on those two, it's become my idée fixe which doesn't let me finish this without modeling armrests right (i hate it). I don't even know how to approach them, did multiple tries, but i didn't liked any of them.
At first tried to do separated meshes - they're too visible
Then tried merged, but it feels wrong, i don't like how topology come out
Also tried to merge in ZBrush with dynamesh, but couldn't get smooth shading.
Perhaps instead of trying to make the circles, i should try modeling cylinders of the two shapes and then combining them together.
Ive attached what I currently have as well as the ref and a link to other photos of my ref, I am only trying to get the base shape of the two circles together, im not worried about making all the Booleans and small details.
I think I figure out the shape (the small circle shape is still slightly off but ill keep working on it), I figured I could post my solution here unless anyone would like to see it in the future.
Further searches led me here, to this thread. a thread started over a decade ago, still going strong and active, with (seemingly) nothing but good-willed advice between experts, masters, and beginners like me.
I don't have a model to post here. not yet at least.
I don't have any functional advice to share, for I am a beginner myself.
but I couldn't NOT point out the absolute bliss and pleasure it is to come across a forum like this. It's like I just came across a treasure in the depths of the ocean.
mega kudos to all of you.
It just makes me want to scream. - How The F*#% Do I Model This?
Thank you very much in advance
My attempts:
crease
Should I just use booleans? The back faces are deleted
Thanks
Heres what I have:
Refs:
Either you have to start with dense cylinders so you don't have to worry about topology and connecting edges or you would have to pay attention to cylinders sides to avoid triangles (which I think isn't a big issue in this case).
Thank you for the fast reply! I'll get to work and update you if I encounter any problems
I'm a total noob when it comes to 3d modeling and i've been wanting to make a paper art with some topography 3d models that i can get online. I tried using google and asking some friends, but I don't even know the correct terminologoy for this.
So I'm gonna send 3 images that sparked my art idea as an example of what i want to do, from the starting 3d model, to the ending result.
From the resulting 3d model (The low poly prisms) I'm gonna use pepakura designer to make a paper model.
Can anyone help me on how to get from image 1 to 3????
a https://easyupload.io/dtadvf
I need your help with this bolt for subdiv.
I don't have any idea how to smoothly end the connection of the thread with the 'body' without getting any artifacts.
Blender even does have a paper model exporter.. which may be a bad idea for this kind of model...
i am so desperate to create this material that i ended up here
anyone know how to make it with vray and 3dsmax
it's a piece of soap that have embeded small bits in it , some are visible some are not , and some of them are just below the surface
When it isn't baked, there isn't a problem, but it means that it can't be zeroed. Thanks though, very kind of you.
http://www.scriptspot.com/3ds-max/scripts/helical-cylinder would be an option
[BLENDER]
For some reason, Projected shadow is pretty opaque. despite basically max transmission and subsurface, the shadows these project onto the flat surface below are opaque and dense when I expected a crystalline glass.
What might I be overlooking?
this is a thread about modelling. not sure where else to ask, maybe check inside the blender megathread? no clue really
I would like to see your methods and techniques to create this model.
Added object:
After SD:
No problem at all. This model isn't for bake.
Despite this, what do you think about the number of vertical loops? In my opinion, 72 loops for such cylinder is too much, but without them, the shading looks really ugly.