
How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)
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perandall said:Hey I am trying to make a Nifo'Oti blade by coming the blade of the first reference with the teeth of the 2nd reference, i am stuck on the teeth. Can someone help me with modeling this? Thanks!
Main blade shape:
Teeth reference:
My current attempt:check if you can find the artist who did it for Call Of Duty, you can break it down better this way.I did a fast one to test it out. But you could do better. added the blender file for you to check
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wirrexx i think you misunderstood me. I am not trying to make the sharp teeth on the COD reference, I am trying to make the smooth teeth of the second reference
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Hi everyone! I was wondering if some good soul could lift my weeks of suffering on the simplest problem I ever encountered.
So I'm trying to model a spaceship that was drawn by spacegoose. This is the one in question:
The issue I run into is that when I try to make the front of the spaceship, I keep getting non-planar polygons. Granted, I'm only blocking out the shape for now, but the hexagonal shape at the front somewhat keeps its height, but increases in width.
Here is the concrete issue:
I assume having non-planar geo would be bad. I realize I have very little geometry here currently, but even if I add additional cuts, it's not like the problem goes away, unless it would be an incredibly dense mesh.
Is this normal and I'm just way overthinking it? Or is there a proper way to do this?
Thanks to anyone who might be able to help out.
-Matt -
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perandall said:primarysecondarytertiaryignore the fact that the bulging of the shape is not there, As I was to lazy to do it perfectly. but, remember, to get the big shapes firrst before going into mid and smaller.added the zip file under
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AbuseMatt said:
The issue I run into is that when I try to make the front of the spaceship, I keep getting non-planar polygons.
AFAIK extruding any planar geometry leads to a a for each face coplanar rectangle and even scaling it doesn't changes this.. so i added:
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Hi. Recently I decided to make an electric kettle to practice the curves of the surface.
Having done this for the first time, I decided to redo it more qualitatively. And then I met a problem:
How do I fit the topology of the rounded lid to this new edge to make a gray curved line on the lid?I tried a lot to rebuild the topology around this edge, but then the bad direction of the edges becomes visible. It seems to me that enlarging the geometry with Smooth Face can help. But I still have the feeling that it is possible to solve this without increasing the number of polygons and without losing the shape of the sphere.
Thank you in advance for the answers.
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Help plase.
Hello guys, I´m studing the trim and tile technique in environment art for games, so I´m modeling a kind of old pilar temple, the thing is that when we are modelling a unique object the bottom part of the model is use to merge with the attached objects, but when we are modeling tile stuff HOW does the bottom part is modeling and how does it is unwrapped? can you help me please? PS: I know that the player can´t see the bottom part but still I´m very interested to know how a proffesional works with that part...
here is my plan for the tiles and trim parts
here is the concept:
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It's generally a good idea to keep the bottom and backsides of meshes, you don't know how the asset might be used in the future and closed meshes can sometimes work better with lighting and shadows depending on the engine. You can use any part of the trimsheet UV that makes sense, like part of the unique circle or just a generic flat area.
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Cut in a rectangle, extrude out, bevel the corners.
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ZacD said:Cut in a rectangle, extrude out, bevel the corners.
Thanks! this is how it looks like when I bevel it and then I am not sure how to fix the topology
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Hello again I got a new question about the modeling of trims and tiles...
so when it comes to crash elements of the asset how does it is approached, do you use Booleans and make the new topology, like me in the 1st image? or you just crash the elements? the problem is that when I'm going to made the uvs these make distortion in the topology that I fix cause the Booleans, so I´m very confused because you´re making unique objects you bake and apparently there´s no longer a problem but what´s going on with the trims and tileable textures,specifically those that are crashing...
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I´m following a little bit this tut:https://www.youtube.com/watch?v=IziIY674NAw
so I´ve to go back and make it simple... just a cylinder that is crashing with the pillars but it is look like an error. What I´m looking for its a shape that seems to be a good construction asset not something that is stick to it. Hope you can help me and teach me how studios like naughtydog resolver this. -
That is exactly how its done in games,
a, you dont get enough time in production to make all unique environment assets that look constructed.
b, you add decal meshes and or play with shaders to make these intersecting areas look constructed.
above is example of (b) decal floater geo strip is placed on top of two intersecting pipes to give the illusion of weld / connected mesh. -
The idea for this thread (as explained in the first post) is that you post your best attempt first and foremost. Also, posting such a collage of screenshots like this (litterally showing 30 assets) isn't helpful in any way - you need to put in the work to isolate the specific element you want to get help with.
The original modeler using "digital sculpture" or not is irrelevant. A shape is a shape - once you understand it, you can build it, either in polygons or in sculpt. Also, the modelers working on Splatoon didn't improvise anything - they followed strict 2d reference sheets.
Lastly, there's really no such thing as being unable to "visualize" such shapes. Just get started ! -
Guys, I have a very big problem. I DO NOT KNOW HOW TO MAKE POLYGONAL MODELS CORRECTLY.Well, that is, I know that everything starts with a block, but not everything can be modeled this way.I need to know the full pipeline of creating 3D models for games. so that I can create any objects I want using a clear pipeline.Like 3D graphics artists from Nintendo or from AAA studios.I really need information very badly. Because there is very little information on the Internet.And yes, I almost forgot.I REALLY need to know how 3d models were created before for games like GTA San Andreas (2004) or Super Mario 64. Thank you guys so much for your answer, it is very important to me. With your help, I will be able to fulfill my dream. Thank you guys.
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For a more general approach you may have look here: wiki.polycount.com Character_Modeling
Edit: there is more in the wiki than that.. ( and posts are editable.. ;-) no need for mutltiple posts and remember @pior 's reply ) -
10xx
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a lot! )
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And i want to make props and object
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And not just the characters
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Hello guys. I need a pipeline for creating 3d models for games, because not everything starts with a block, right? Maybe there are tutorials or articles on this topic on this forum? Thanks in advance)
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Specifically! wrong place to ask on a subd modeling dedicated thread.....but as always google is definitely your friend :or alternatively innovative game prop pipeline, implementing CAD -> Rounded Edge Shader therefore by-passing conventional polygonal high flow baking strategies:
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I can't model it in any way at all and I don't understand what modifiers were used for the artifact (this is the object that looks like a tombstone) for stones and for the lantern that is next to the artifact. Just show how you would model it and what modifiers you would use. source with video references (it is in Russian)
https://cloud.mail.ru/public/E5bx/LUcPxYv5u/1. Подготовка окружения/1.3 Драфт/1_12_Драфт моделей.mp4
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What books about polygonal modeling in 3d s max would you recommend?
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Hey im trying to make the wrist armor for a clone trooper and im getting some pretty bad pinching on the backside thats making the corner protrude out. Its a very minor issue but I would like to make sure the topo is good. Does anyone have recommendations for how to fix the topo on the back? Ive circled the pinching in one of the images below so you can see what im referring to as well as including my references. I also drew what the areas should look like.
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You don't want to disturb the edge flow or create 5 edge poles along a clean cylinder like that. Try to terminate any loops or edges on the flat surface away from the loop.
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Raphael_Bouch said:
This is kinda hard considering the top fins are near the edges of the cylinder, beyond the support loop. I'm not sure how to tackle this. Adding an extra loop would just make the curvature more sharp ? -
Raphael_Bouch said:
This is kinda hard considering the top fins are near the edges of the cylinder, beyond the support loop. I'm not sure how to tackle this. Adding an extra loop would just make the curvature more sharp ?
You're essentially trying to combine these shapes while preserving the clean subdivided look.
Where there's overlap you either have to average the positions of both vertexes and merge, pick one side to preserve the smoothing of and deal with , or manually tweak those few verts to look like a smooth blend.
This tends to be really quick and easy with flat surfaces since as long as the edge flow of the first loop is mostly clean and preserved, topology in the flat areas doesn't matter at all. It gets annoying with curves where you have to preserve the curve and manage more geo.
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"is it bad"As long as the surface is flat (planar) bordered by control loops, ngons and/or triangles will usually cast no shading artifacts once subdivided or turbosmoothed.However personally as a game vehicle artist, I would fan the corners:
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Realized I should have posted an example with the fin closer to the edge, and with the skewed verts near the edge. I adjusted the height and position of just a few verts just to make the smoothing near the pinched edge look more uniform to the smoothing around the rest of the fin. When using this approach you want to tweak as few verts as possible, saves time and headaches, and you really shouldn't need much.
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Hmm... right side additional with wireframe.. left object with two level subdivision modifier.. right object with modifer applied.. and didn't even care about some tris.. ..of course this depends on the sizes of everthing.. and the wanted beveling at the cylinder edges..
Maybe another view.. ohh and the part in the middle isn't connected to the cylinder yet.. :
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Hey everyone, im trying to model a phase 2 clone trooper helmet. Ive gotten the model basically done and now I am adding edge loops to the model so that I can subdivide it up properly. I keep running into the edges that are causing me issues because I need to have multiple edges going into them in order to create a fully quad edge but if i add edge loops that will cause the model to have edges too close together around the whole helmet. Does anyone know any ways to topologize these types of edges? Thanks!
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MaX_On said:What books about polygonal modeling in 3d s max would you recommend?
For mechanical hard surface?If indeed the case, hmm.....well pretty rare these days to find one still in print, though you might get lucky searching on ebay.I'll also suggest, exploring student friendly narrated video content which on that note one really can't go past Tim Bergholz, particularly for his 3ds Max stuff alone so check them out on ChamferZone.He's been around for ages in fact one of a handful of senior guys still working with Max, although last I heard may've already switched over to Blender?! -
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thanks,sacboi )
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@Raphael_Bouch to clarify for my question, with my current topology i get a little pit of pinching at the edge. Do you know if there is a way to avoid this? Maybe a different way to topologize that edge? Ive included some images of the topology as well as the pinching. It might seem minimal but its pretty visible in a render.
In eveee:
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Hey, everybody! I hope you can help.I've been trying to make a bolt seat for days. I can't get the mesh to fit.
Made two variations, but there's still distortion. I don't think I see any obvious solution.
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V1
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V2Please help me
PS
While I was waiting for a reply, it seemed to work )))
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(Might be posting this in the wrong area) Trying to model a low-ish poly wolf and I'm struggling to get a good shape for the ears. Any pointers would be appreciated. Also the model is mirrored.
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1471tom said:Trying to model a low-ish poly wolf..
because your subdivision along the ears (and even across ??.. ) may hinder you yet making the ear.. two fat/big.. they are usually thinner..Making some insets may also be worth a try..
Edit: ..well and after spending some more time with this...only the neck was once extruded.. (and some post edit problems)..