I am modeling a tunnel that has an expansion in one section. How can I better distribute the edges? As you can see in the image, after extruding from the cylinder, many edges are concentrated at the top. Does anyone have any ideas on how to fix this or do this properly? Thank you in advance!
Hello, I am newb, I'm trying to teach myself how to model. Starting REALLY Simple.
When making an object, that is going to get rigged, what pattern of triangle should I use?
Left is what I'm currently working on, Right is some MGS mooks I grabbed for reference on what a basic character mesh should look like.
I noticed the triangles on the MGS mook seem to point in the same direction, like a candy cane or barber pole. Is this a functional detail? I just need some general thumb rules to reduce the amount of headaches later.
Hello, I am newb, I'm trying to teach myself how to model. Starting REALLY Simple.
When making an object, that is going to get rigged, what pattern of triangle should I use?
Left is what I'm currently working on, Right is some MGS mooks I grabbed for reference on what a basic character mesh should look like.
I noticed the triangles on the MGS mook seem to point in the same direction, like a candy cane or barber pole. Is this a functional detail? I just need some general thumb rules to reduce the amount of headaches later.
Hey, so you do not model in triangles (models get triangulated in game engine on import or you can do it manually but never model in triangles) for characters you need to study anatomy and topology flow on areas that gets animated.
Example face: notice how lips and eyes area have circular flow as these get deformed.
I always wanted to do more baroque like twirly squiggle... so may like so.. ? (there seem to be some holes at the top right an middle part..but also some inbetween inlays.. near the animal head i'm not quit finished yet.. ):
So I'm working on an object using subdivision surface. Below is the model as it currently sits. Don't mind the unfilled caps and whatnot, they aren't the problem.
Below are some pics of the topology. The first is the mesh without sudb. The one after is the mesh with subd.
Now for the problem, which I'm almost completely certain is caused by that pole.
As you can see above, the mesh of the cylinder BELOW the pole gets pulled inward more than the small cylinder part on the top. There's a visible gap between the ruler and the object on the lower portion of the object, but not on the small cylinder portion on the top.
Below is the same region without subd, and you can see that the edge sits perfectly flush with the ruler. No gap.
How do I deal with this? It doesn't look bad when textured and rendered, but the fact that I know this imperfection is there just bothers me.
****EDIT: Under the gentle tutelage of a few members of the Polycount discord, I've changed the topology a bit to split that 6 point pole into two 5 point poles. To account for the additional vertical edge loops causing pinching, I used 'loop tools > space', and 'loop tools > circle' on the horizontal circle loops around the main large cylinder shape. I had to manually rotate some of the main horizontal circle loops so that their verts lined up with the loops above and below. The overall topology is slightly less... 'flow-y' than it was before adding the extra vertical loops, but the main cylinder 'body' of this object isn't being contracted inward any more. Pics of changes below, and please offer any advice you have.
how do I model these 4 'capsule' shapes? My problem is that the capsule shapes need rounded corners so I think I need to add more edges, however If I add edge loop(s) I think it will ruin the large capsule and circle shape on the right.
how do I model these 4 'capsule' shapes? My problem is that the capsule shapes need rounded corners so I think I need to add more edges, however If I add edge loop(s) I think it will ruin the large capsule and circle shape on the right.
step by step, oooh baby!
always start with a simple shape, as simple as you can. Less vertices to work with, less hassle.
reworked the simple "squares" to be more round and fit the concept better
added edge between those shapes, so i can seperate them and work with only that part.
here you can see that i am only working on one part, that i can copy and paste. Because, at the end. Modular thinking and reusability is wonderful in tech!
did the same with this part!
now put everything together and weld the vertices!
just eliminate the lines you dont need and have an ngon or tri there. It's fine. Merge a couple of those edges together to have a more "evenly" divided flow
Hello everyone, I'm new to modeling and decided to model this mechanical arm for practice, but i'm stuck at the "palm" area, i managed to do it with boolean and dirty topology but i can't do it with clean topology and using subd (which is what i'm trying to practice), my goal is to make this mechanical arm deform well (even if it's metal). thank you in advance
Well.. You may show your trials or have to elaborate this to get a more suited answer...
And a shaded view.. the "sharp" edges are "discusable"..
Thank you, and "my trials" were basically shoving a cylinder in a box with boolean and then deleting the whole thing lol. but next time i will take a picture before rage quitting.
Hello everyone, I'm new to modeling and decided to model this mechanical arm for practice, but i'm stuck at the "palm" area, i managed to do it with boolean and dirty topology but i can't do it with clean topology and using subd (which is what i'm trying to practice), my goal is to make this mechanical arm deform well (even if it's metal). thank you in advance
This is how i would do it.
From top left to right and down .
1. Baseshape of where the fingers would go out
2. the back that would connect to it
3. fixed the finger shape
4. Meshes inside that i duplicated and scaled down to boolean
5. Union boolean the main shapes
6. Difference Boolean the holes
7A. Fixed topology
7B. Added new shape that i boolean out
8-9. Fixed topology on the under side and the topside.
10. End product
I attached a .zip file at the end for you to explore. Have in mind, nothing is perfect. As this was another "use basic first, before detailing".
Thank you! that's really good, i will have a look at the zip file and i will try and make my own based on your work and okidoki's work. i will post it here when i'm done.
so i just downloaded a free model to reverse engineer and i still dont get it. Pls help me understand. Is the primitive that is used here an ico sphere or uv sphere or subdivided cube?
I first thought of somekind of projection; then shrinkwrapping.. and then.. "to sphere". It didn't looked like somekind of "special fragmentation of a surface".. like for example this.. arc like plaster of rectangle stones..
Hello, I am a student studying modeling. While modeling, I am wondering what to do with the topology of this part. How should I organize the surface to make it quadpoly so that it does not become bumpy?
@Minjae_Jeong It would really help to know whether some or all of these faces are flat, or if there are any curves involved here. Is this on a cylinder? Do a little unzoomie for me.
I came across this thread on someone's advice. The reason I came across this thread is to find an answer to a minor problem that has been racking my brain for two days.
This is a problem I encountered while modeling a Star Wars blaster. I was creating a high polygon to extract a normal map for use in game production props.
While creating a high polygon for a scope mount, I was concerned about creasing between the mount frame and the part that connects the barrel.
I looked around several places and looked for videos on YouTube. I may have overlooked the solution to this. This is where the problem occurred. The cylinder shape is not sharp and distortion occurs near the protrusion.
Even when viewed from the side, the shape of the cylinder is not sharp and is tilted towards the pillar or is severely curved.
I'm angry at myself for being so stupid that I couldn't solve this problem.
someone could kindly give me some advice about the geometry or tell me if it's possible to solve this problem? Or, for reference, it would be nice to be able to obtain a similar object in its state before turning it into a high polygon.
I came across this thread on someone's advice. The reason I came across this thread is to find an answer to a minor problem that has been racking my brain for two days.
This is a problem I encountered while modeling a Star Wars blaster. I was creating a high polygon to extract a normal map for use in game production props.
While creating a high polygon for a scope mount, I was concerned about creasing between the mount frame and the part that connects the barrel.
I looked around several places and looked for videos on YouTube. I may have overlooked the solution to this. This is where the problem occurred. The cylinder shape is not sharp and distortion occurs near the protrusion.
Even when viewed from the side, the shape of the cylinder is not sharp and is tilted towards the pillar or is severely curved.
I'm angry at myself for being so stupid that I couldn't solve this problem.
someone could kindly give me some advice about the geometry or tell me if it's possible to solve this problem? Or, for reference, it would be nice to be able to obtain a similar object in its state before turning it into a high polygon.
this has been mentioned many times in the blog. I would advise you to go back a couple of pages and take a look. you will learn a lot.
1. the pieces you are building together, are separated
2. I have a 48-sided cylinder in this case, so my box can fit in between the segments. This will automatically act as a supporting loop for the box
@wirrexx oh my god. It's amazing how simple it was. I think my decision to try to solve the problem with a 24-sided cylinder was foolish. It seems like the story will end if you create a low polygon with a 24-sided cylinder of the same size and a high polygon with a 48-sided cylinder. But I have one more question. Did you create an object with different sized top and bottom cylinders like me? Or did you try the same size? I have an eye problem so it's hard for me to see pictures of black objects, but I'm very grateful for the response. so glad I finally figured out a solution. PS. I had symptoms of myopia and vitreous floaters, it took a long time to figure out the shape.
@wirrexx oh my god. It's amazing how simple it was. I think my decision to try to solve the problem with a 24-sided cylinder was foolish. It seems like the story will end if you create a low polygon with a 24-sided cylinder of the same size and a high polygon with a 48-sided cylinder. But I have one more question. Did you create an object with different sized top and bottom cylinders like me? Or did you try the same size? I have an eye problem so it's hard for me to see pictures of black objects, but I'm very grateful for the response. so glad I finally figured out a solution. PS. I had symptoms of myopia and vitreous floaters, it took a long time to figure out the shape.
you can use different sizes, thats not an issue, just make sure that it creates the outside supporting loops for any mesh it connects to!
@wirrexxI haven't followed it perfectly, but it seems to work well.
so one thing to keep in mind. Dont go for perfect. It will just ruin your "lust" to do 3D. Go for what looks good. if you have tris and ngons everywhere and it still looks good to bake. Go for it. you will learn with each project. Also If this is a HP that will be baked down, be careful not to have that tight edge support. Cause that will cause issues if you are more zoomed out form the object creating jaggies.
@wirrexx oh my god. It's amazing how simple it was. I think my decision to try to solve the problem with a 24-sided cylinder was foolish.
Still doable with 24, best would be 28 or 32, you can get very smooth mesh with that for baking.
Let’s apply it right away. Looking at the game assets, the barrel mesh was made with a 24-sided cylinder, so I tried using a 24-sided shape. My eyesight is bad today, so I guess I'll have to stop work. The floaters are very visible.
I'm so lucky to have this community and kind people like you.
Replies
https://www.youtube.com/watch?v=0fnIfR8EDqE?feature=shared
maybe fake some detail..
https://youtu.be/3-m--4CJnIo?feature=shared
or in geometry
https://youtu.be/FDkwsfRO2To?feature=shared
..and (of course ) using geometry nodes:
https://youtu.be/b4SpP4CT0d4?feature=shared
or this..
?? Maybe..
When making an object, that is going to get rigged, what pattern of triangle should I use?
Left is what I'm currently working on, Right is some MGS mooks I grabbed for reference on what a basic character mesh should look like.
I noticed the triangles on the MGS mook seem to point in the same direction, like a candy cane or barber pole. Is this a functional detail? I just need some general thumb rules to reduce the amount of headaches later.
Example face: notice how lips and eyes area have circular flow as these get deformed.
http://wiki.polycount.com/wiki/Limb_Topology
I'm trying to model the arm of this bottle(video game hero prop) how would I approach this shape? Is my attempt a good way to start?
I am aware it's bad ( I am a newbie :P )
Even if not "perfect".. this already renders quite nicely.. ( luckily its a 30degree turn.. see last image )
And the wires:
And a closer look at a previous WIP while contructing this ( more "straight", mentioned 30 degree.. maybe even suitable for a beauty shot..)
..
how do I model these 4 'capsule' shapes? My problem is that the capsule shapes need rounded corners so I think I need to add more edges, however If I add edge loop(s) I think it will ruin the large capsule and circle shape on the right.
How would I reduce these 6 vertical lines down to one? This is realistic hard surface so the topology needs to be super clean quads.
I've been trying to fix the topology of this area, but im having a hard time.
This is how it looked like before
Then i tried on 2 different ways to fix the topology and fill the empty space, but honestly im not sure if any of them were right.
Any suggestions or tips?
Clean result. Just have a reminder, if it's not going to deform, you could easily terminate the loops with ngons /tris. Dont fear them.
Well.. You may show your trials or have to elaborate this to get a more suited answer...
And a shaded view.. the "sharp" edges are "discusable"..
that just worked. Thank you! were you looking at the screenshot and just immediately knew how its achieved?
..or: i just saw it
While modeling, I am wondering what to do with the topology of this part. How should I organize the surface to make it quadpoly so that it does not become bumpy?
I came across this thread on someone's advice. The reason I came across this thread is to find an answer to a minor problem that has been racking my brain for two days.
This is a problem I encountered while modeling a Star Wars blaster. I was creating a high polygon to extract a normal map for use in game production props.
While creating a high polygon for a scope mount, I was concerned about creasing between the mount frame and the part that connects the barrel.
I looked around several places and looked for videos on YouTube. I may have overlooked the solution to this.
This is where the problem occurred. The cylinder shape is not sharp and distortion occurs near the protrusion.
Even when viewed from the side, the shape of the cylinder is not sharp and is tilted towards the pillar or is severely curved.
I'm angry at myself for being so stupid that I couldn't solve this problem.
oh my god. It's amazing how simple it was.
I think my decision to try to solve the problem with a 24-sided cylinder was foolish.
It seems like the story will end if you create a low polygon with a 24-sided cylinder of the same size and a high polygon with a 48-sided cylinder.
But I have one more question. Did you create an object with different sized top and bottom cylinders like me? Or did you try the same size?
I have an eye problem so it's hard for me to see pictures of black objects, but I'm very grateful for the response.
so glad I finally figured out a solution.
PS. I had symptoms of myopia and vitreous floaters, it took a long time to figure out the shape.
you can use different sizes, thats not an issue, just make sure that it creates the outside supporting loops for any mesh it connects to!
so one thing to keep in mind. Dont go for perfect. It will just ruin your "lust" to do 3D. Go for what looks good. if you have tris and ngons everywhere and it still looks good to bake. Go for it. you will learn with each project. Also If this is a HP that will be baked down, be careful not to have that tight edge support. Cause that will cause issues if you are more zoomed out form the object creating jaggies.
I'm so lucky to have this community and kind people like you.