How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)
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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.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.
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midnightdead said:hi, I can’t figure out how to model this part
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midnightdead said:hi, I can’t figure out how to model this part..
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..)..
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3DNERD666 said:Hi guys, I am creating a 3D Low poly washing machine and I am looking for assistance with some topology.
I am aware it's bad ( I am a newbie :P )
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meejeebee said: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 betteradded 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!
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meejeebee said:
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Voo200 said:Hi there.I would recommend to work with 1/8 of the mesh.1. Start with your basic shapes2. Create seperate mesh that would act as boolean3. Boolean4. Rotate the mesh 45 degrees5. delete 1/8 of the mesh6. Clean up7. Rotate back -45 degrees8. Symmetriand voila.HERE IS THE 1/8th of the mesh cleaned
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wirrexx said:Hi there.I would recommend to work with 1/8 of the mesh.1. Start with your basic shapes2. Create seperate mesh that would act as boolean3. Boolean4. Rotate the mesh 45 degrees5. delete 1/8 of the mesh6. Clean up7. Rotate back -45 degrees8. Symmetriand voila.HERE IS THE 1/8th of the mesh cleaned
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kollmer said:
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.
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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
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ToJoe said:..but i'm stuck at the "palm" area..
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"..
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okidoki said:
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ToJoe said: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 advanceThis is how i would do it.From top left to right and down .1. Baseshape of where the fingers would go out2. the back that would connect to it3. fixed the finger shape4. Meshes inside that i duplicated and scaled down to boolean5. Union boolean the main shapes6. Difference Boolean the holes7A. Fixed topology7B. Added new shape that i boolean out8-9. Fixed topology on the under side and the topside.10. End productI 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".
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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.
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Hi guys. Any ideas how to make this pattern? I tried everything in substance painter and it seems like im gonna have to model it by hands. Please help
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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?
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okidoki said:
that just worked. Thank you! were you looking at the screenshot and just immediately knew how its achieved?
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@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.
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hello everyone. My name is Barnard.
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. -
Barnard750 said:hello everyone. My name is Barnard.
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 separated2. 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 box3. I use union boolean4. delete 1/4 of the mesh5. fix problems6. support loops7. Subd. -
@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. -
Barnard750 said:@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!
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@wirrexx I haven't followed it perfectly, but it seems to work well.
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Barnard750 said:@wirrexx I 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.
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Still doable with 24, best would be 28 or 32, you can get very smooth mesh with that for baking.
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wirrexx said:
I'm so lucky to have this community and kind people like you.
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Barnard750 said: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.
sure thing. Here is a 24, 28, 32.
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wirrexx said:
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Tomthehyperbeast said:
looks good and you have no issue. Go ahead and do it that way, it's good exercise. In the future, however, looking into floaters, could save you time if you want to for example put more time on learning to have a clean bake or push your texturing skills. But good work on it.
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Even quad topo is great for making subdiv models for metal mechanical parts like that. Just pay attention how parts connect to other parts, if they are one solid metal piece or separate or welded on, etc.
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wirrexx said:
looks good and you have no issue. Go ahead and do it that way, it's good exercise. In the future, however, looking into floaters, could save you time if you want to for example put more time on learning to have a clean bake or push your texturing skills. But good work on it. -
slocapz said:I don't know how to go about modelling this wrapUsually there are direct tips for such questions here.. but.. i had no coffee yet
.. so:
Blender from 10 years ago up to 10 month ago:https://www.youtube.com/watch?v=hMGAmFjJGGs
https://www.youtube.com/watch?v=LkBSfC_KgVw
https://www.youtube.com/watch?v=YE93-pFhzNE
ZBrush:https://www.youtube.com/watch?v=eGSav7Ktruk
One image Maya mini-tut and a video:
https://www.deviantart.com/pyrzern/art/Tutorial-Modeling-Arm-Wrap-in-Maya-using-Extrude-340878112https://www.youtube.com/watch?v=ne1CzmRkogQ