How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)

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Replies

  • Neox
    Neox godlike master sticky
    juniwini said:
    i'm working on a high polygon assignment. there is an unresolved problem
    you will need some more geometry locally. either work higher res in general and go from there or locally add a bunch more loops
    then quad chamfer


  • okidoki said:
    Usually there are direct tips for such questions here.. but.. i had no coffee yet :sweat_smile: .. so:


    Blender from 10 years ago up to 10 month ago:
    Thanks, I think the second video might be best for what Im trying to achieve, would appreciate if someone showed them making the wrap, I have a few more refs if needed
  • Hello, need some advice on this. How can I solve this complex pole while still maintain the bevel edge?
    Here is the shape of the object

  • Spoody
    Spoody polycounter lvl 7

    Hey guys! I wonder if there's better way to make shapes like this:
    I think i never saw this kind of tricky shape merge explained. Especially when there's a subtraction on the curved shape at the same time. Also there may be a big chamfer at the boolean's intersection.
    To me it's a nightmare and always done by hand at the end with high chance of artifacts, bumpy surface.
  • BlankMauser
    BlankMauser polycounter lvl 9
    Hello. I am wondering what operations might be used to make this spiral shape:



    I have gotten this far using just spin and bevel in Blender.


    But im not sure what operations I should be using for the rest. Some edge slides and manual cuts? If there is an easier way to do this I would love to know.
  • Hello, im concerned which is the best way to support this cylinder shape on the topology.


    I usually use tris to remove any ngons on curved shapes, but i've been told it is preferred to support with quads.


    Just to be clear, it won't be applied any subdv, that's already the final model.
  • okidoki
    okidoki greentooth
    If you use not any  smooth shading on the surface and the area around the cylinder is not curved.. that should be fine.. ( maybe one additional support loop ad the 90 degree edges)..
    ..or: have a look at it with some light object.. see any difference.. ?
  • emilko309
    emilko309 polycounter lvl 2
    How do I model something like this in a single mesh?

  • okidoki
    okidoki greentooth
    Hmm.. :thinking: ..arraying the base, tilting a curve and then maybe apply and then maybe further moving arround via sculpting ?


    and then..

  • DigitalGreenTea
    DigitalGreenTea polycounter lvl 6
    emilko309 said:
    How do I model something like this in a single mesh?

    The shape is not easy to see in this picture, but I'd say you could make a flat strip getting that tire-like shape ready and then use bend modifiers to achieve a similar deformation. 
  • DigitalGreenTea
    DigitalGreenTea polycounter lvl 6
    I'm designing on-ear headphones with the ports in the cylindrical base shape. I've tried to reduce the loop count, it was causing shading issues but unfortunately it continues to have shading problems. Does anyone have suggestions for handling this differently?
  • okidoki
    okidoki greentooth
    Maybe like so ?..

  • DigitalGreenTea
    DigitalGreenTea polycounter lvl 6
    okidoki said:
    Maybe like so ?..
    That looks a lot cleaner. Thanks for the help!
  • beatnikguy
    edited Apr 2024
    I've been working on learning and understanding hard surface modeling. To learn I decided to model the 2nd Gen Light Cycle from Tron: Legacy. I managed to make the front "wheel" (Well enough for now) and I have a base mesh for the body but I've been trying to cut out the windows in the style of this movie reference image:

    Reference:

    Background Reference:


    First Attempt:


    This ended up messing up the topology flow so I returned to the base mesh:


    I'm just really struggling with adding to my edge-flow without introducing tris and n-gons that make jagged points and incorrect curves. I'm also finding it hard to make it look like a machined object instead of organic. Thank you.
  • suppakid
    edited Apr 2024
    I'm quite new to 3D modelling, and I think this might be a bit too advanced for me, but I wanted to try anyways. To the left there is the reference and these are prints from my progress so far.

    What do you guys think? Any idea on how I might be getting it wrong? It does not feel right for me

  • okidoki
    okidoki greentooth
    suppakid said:

    What do you guys think? 
    Since you uses some hexagon base and subdivided this further.. :


    You just might want to scale your outer edges  along X and Y only.. to give it a more "rounded" look.. ??


  • okidoki
    okidoki greentooth
    I've been working on learning and understanding hard surface modeling...

    Ha.. i meant my thread suggestion in "the other forum" more to learn from some subdiv tips here..  :wink: ..or you follow my other tip about boolean out (?) the "cockpit" with some simple geo.. here is the result of that suggestion..


    ..also since you already "booleaned" some hexagon holes into the "wheels"..
  • Hello! I am trying to create this shape:

    This is what I made so far:


    There are these shading errors (i guess?) beside the obvious pinching, how can i improve the topology?


  • okidoki
    okidoki greentooth
    You may have to double check your geometry "planarity" (?) :


    ..or your support loops at the non-circular part are too tight ??
  • okidoki said:
    You may have to double check your geometry "planarity" (?) :

    planarity is a new concept for me but while checking the support loops... i realised this

    deleting the two faces solved the problem. but i guess 8 edges were not enough for the hole, i had to increased the subdiv iteration from 2 to 3.






  • ZacD
    ZacD ngon master
    Probably don't need to increase the sub divisions that much for that small of a part, it's going to be like 2px on a 2k texture. 
  • okidoki said:
    You just might want to scale your outer edges  along X and Y only.. to give it a more "rounded" look.. ??
    Thank you very much! It helped with the feeling of wrongness.

    Additionally, if you or somebody reading could tell me, what would be the proper way to model this section?


  • How do I even begin to model this cover? I understand how to model the outer ridges, but the raised bit in the middle is just throwing me off. Any tips?
  • okidoki
    okidoki greentooth
    Someoen mentioned the edge cease feature of blender the other day.. and i played around with it again... someone has to ue a littel different workflow than the traditional support edges... so i did hit the wanted topolpgy perfectly.. but for a small finger excercise.. if someone is more free in the wanted form then this tends to deliver quick results.. but of course it depends..


  • Neox
    Neox godlike master sticky
    edited Apr 2024
    when you crease your meshes you have to work  a bit differently from using classic support loops. poles on edges can easily shade poorly, you should always make sure of clean loops/rings on edges otherwise you have these spots

  • okidoki
    okidoki greentooth
    And.. i added two images... but somehow they didn't show up.. actually now i even can't upload images at all !?!?

  • fimbrethil
    edited Apr 2024
    Neox said:
    when you crease your meshes you have to work  a bit differently from using classic support loops. poles on edges can easily shade poorly, you should always make sure of clean loops/rings on edges otherwise you have these spots
    Do creases require support loops? I thought there was no need for support loops in crease+subdiv workflow
  • okidoki
    okidoki greentooth
    Ups.. black magic of the internet.. now the two images appeared in the first post of this and the one i tried again (where was no "reaction".. also..)

    Anyway: in blender any edge can be "greased".. meaning the influence of the subdivision is lowered.. so a fully greased model would be visually not subdivided at all..  For interchanging purposes you have to apply the subdivision to get the topology which is produced by this feature replicated in another software..
    And sometimes you have to use the traditional support loop approach.. as i said.. sometimes another way to do things just may be helpfull..
  • Hey guys, I need some help modeling the pockets on a pair of pants. Ive tried several iterations but i cant seem to get it right. If anyone can help id appreciate it. The pants pocket should connect to the seam that runs along the sides of the pants. (I noticed this after my attempt so please forgive me with that).

    Attempt: 


    Refs: 

  • Neox
    Neox godlike master sticky
    Not on a PC right now, cant paint over. But if you wanna model this, model it like the pieces of cloth are built instead of ending things somewhere just so.
    Even if you don't wanna simulate, look into sewing patterns und build it like those
  • jiggywattart
    jiggywattart polycounter lvl 6
    I've been struggling past couple days on achieving this velvet fold look, experimenting on Zbrush with dynamic simulation+cloth brushes. The closest I got was manually sculpting folds with the fold brush then smoothing the result but it leaves a lot to be desired.
    I heard Marvelous Designer would be great at simulating fabric like this but I'm trying to get a more simplified stylized look.


  • wirrexx
    wirrexx quad damage
    edited Apr 2024
     jiggywattart said:
    I've been struggling past couple days on achieving this velvet fold look, experimenting on Zbrush with dynamic simulation+cloth brushes. The closest I got was manually sculpting folds with the fold brush then smoothing the result but it leaves a lot to be desired.
    I heard Marvelous Designer would be great at simulating fabric like this but I'm trying to get a more simplified stylized look.


    Have you tried physics + cloth simulation in blender ? 

    Find out what material that is. And drop the pieces on top of a plane that simulates clothes (with restriction) too see if it gives you the shape?) 

    if you want to sculpt it.
    You need an understanding where the folds crease and how it happens. 

    Imagine putting in one piece in the lower left corner .
    how would the cloth react To having many empty areas and one area that is pulling all of the clothes towards it. 

    Now suddenly you add a piece on the top right corner. What happens and so on. The reaction to an action. 

  • wirrexx
    wirrexx quad damage
    perandall said:
    Hey guys, I need some help modeling the pockets on a pair of pants. Ive tried several iterations but i cant seem to get it right. If anyone can help id appreciate it. The pants pocket should connect to the seam that runs along the sides of the pants. (I noticed this after my attempt so please forgive me with that).

    Attempt: 


    Refs: 

    Check this out 

    https://youtu.be/N3DaG6sETok?si=KV8GBB51YHwXunaV
  • wirrexx
    wirrexx quad damage
    Anil3D said:

    Hey, are you looking for a particular solution for a problem? There is no text so it’s hard to exactly know if there is an issue!
  • I'm adding panel lines to a cylinder, but I don't know how to work with the hard surface.



    help me :(
  • ZacD
    ZacD ngon master
    Just need some edge loops on either side of the corner, may need to use more edge loops around the cylinder. 
  • Thank you 
    Take care of yourself  :3
  • littleclaude
    littleclaude quad damage
    edited Jun 2024
    You cawirrexx said:

    there are three ways of possibly doing it.
    1. Model it flat and use bend
    2. Blockout the main shape and make sure you have enough segments to handle the paneling
    3. floater.

    All of them will work fine!
    I am currently coming down with a bad influensa, so this took me longer then it should, I apologize

    In your case, if you'd like to have a sharper edge, you need a cylinder with higher segments, if you want to avoid pinching.

    Edit: Sorry forgot to upload pictures, and manage to save this in my hardsurface folder and overwrite a 2 year old "tutorial". Yei.

    Are you trying to bake this or model it?

    Here is a 3D model approach thats quadrilateral with retaining loops

    And here is a deferred decal approach


  • MilkMaster
    MilkMaster polycounter lvl 2
    Hi everyone, I'm working on a rendition of Pete Norris' Honda Chopper in 3DsMax, and I'm having some trouble with the motorcycle's body. The collage shows what my attempt looks like before and after smoothing. While the high poly seems to be working somewhat (strangely enough), there's still some tiny pinching in some areas and my low poly topology is atrocious. I've tried redoing it a few times, but I always end up with a similar result. The panel lining and details I plan to do with floaters or sculpting, so I'm not worried about that right now.

    I would really appreciate any pointers on how to achieve a much cleaner model. Thanks!
  • sacboi
    sacboi veteran polycounter
    edited Jun 2024
    "...my low poly topology is atrocious. I've tried redoing it a few times, but I always end up with a similar result."

    hmm...well to start with there's a whole heap of redundant vertices or edges that are not contributing too the overall object's silhouette/shape.

    EDIT:
    So firstly I'd advise desolving those continuous control loops especially the mirrored one and every vertex on a planar/flat surface then next, apply a triangulation operator which helpfully won't read as an additional face count, aswell.


  • MilkMaster
    MilkMaster polycounter lvl 2
    Thanks! I will do that. I'm also considering just doing a straight retopo since I feel the curved part might be a pain to try and fix at this point; it's too janky. Appreciate it!
  • What's the best way to get the edge flow in this corner so when I smooth it, it doesnt warp. 
  • Grubber
    Grubber polycounter lvl 15
    What's the best way to get the edge flow in this corner so when I smooth it, it doesnt warp. 
    Hi,
    First I would add more divisions on the cylindrical shape. If that's not possible I would do it this way:

    Just it will not be perfect, and still need adjustments.
  • Need help with these corners to avoid warping, any ideas?

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