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!
"...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.
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!
I'm talking about the shape circled in red. It's not as easy as it seems at first glance. I tried modeling it, but I don't think my solution is the best. I used a mirror modifier and a subdivision modifier, but it still looks off.
You can tell it's supposed to match the reference shape, but it's not quite right. I know I'm missing the two cylindrical shapes on the sides, but that’s not the only issue. The proportions don't seem to match either. Am I imagining things?
I would really appreciate some feedback. How would you approach modeling this shape?
You just need more vertical edges on the cylinder to start out with. When you're doing cutouts and panel lines on cylinders you need a lot of geo to establish the curvature first, then make your cuts.
I'm talking about the shape circled in red. It's not as easy as it seems at first glance. I tried modeling it, but I don't think my solution is the best. I used a mirror modifier and a subdivision modifier, but it still looks off.
You can tell it's supposed to match the reference shape, but it's not quite right. I know I'm missing the two cylindrical shapes on the sides, but that’s not the only issue. The proportions don't seem to match either. Am I imagining things?
I would really appreciate some feedback. How would you approach modeling this shape?
I'd start by blocking out each connection and bolt hole, and work from those cylinders out. It is just soft subdiv like connections between those different points.
Hi Guys, I am modelling a complex object but facing some challenges.Can someone please help me with this. Thank you for your time Problems to solve 1.topology 2.pinches
you want the spiral shape to continue on the top and don't try to solve the additional controlloops on the slope if you don't have to
The pipeline I work in has a QC check that will reject the model if ngons are left out. I think I fixed it by merging the control verts and target welding it to the bottom edge.
Thanks for the help. Lol, I forgot to say this 6 years ago 😅
A somewhat unusual approach with some slightlyoverlapping geometry and one triangle at the back rear side (could be refined):
Your model looks a lot cleaner! Yeah the biggest issue I had were the armrests. Getting the right shape and making them naturally connect to the bottom of the sofa, seems difficult. Im not sure what an easy way to go about it would be. Thanks for the example
Hello, I would like some help figuring out how to model the rectangular bumps on the side of the camera lens. Im having trouble figuring out a way to model it while maintaining the shape of the lens.
You either need enough edge loops around that cylinder to match the number of bumps around the lens, or you need to make a separate piece of geo with enough loops.
In blender one can use the inset tool to inset ( shortcut I ) the rectangles individually ( shortcut I again ) while draggin with the mouse and control the depth ( Ctrl-drag mouse ) ( or extrusion) like so (the cylinder has 64 vertices and the middle ring has 128). In other software there is properly somethign simialr (maybe named differently) :
hello everyone, i m not an expert in modeling so the problem is i was following a written tutorial ( no graphics just 2-3 images ) and after everything is done i applied Subdivision Surface Modifier Level 2 and also shade smooth by angle, it came out decent and i am satisfied with the results, but the front part of the Model is Just making the whole experience terrible and waste. i am kind of stuck here. I know there are not many loops on that region( as you can see in the photos) but inserting Edge Loops is changing the shape ( by changing the shape i mean the model look sharp) of "The Front " part of the model and i want it smooth. so is there any other way to make just the front part look smooth without adding level 3 of subdivision surface modifier which adds extra geometry or without adding extra edge loops on whole model.
i saw tutorials where people use techniques like rerouting, recreating, reducing, redirecting edge loops in topology and create 4 edges with 2 edges. i don't really understand how to apply that here. those were basically reduction of edge in topology tutorials and i hope it can be done vice versa.
THE Problem - Jagged edges, subdivision level 2 applied, and shade smooth but front part is not so smooth. as you can see in the subdivision panel
* Subdivision level 3 applied and the smoothness is decent / good, i want this kind of smoothness but subdivision level 3 added extra unnecessary geometry.
*The result i wanted, i saw people using methods like rerouting / recreating / redirecting edges to create 4 edges with 2 in topology. obviously i don't know how to do this here.
Maybe just do what you yourself suggested in you file with the annotate tool ?? Select wanted edges and subdivide and merging tris to quads ( with unchanged annotations..) like so;
Maybe just do what you yourself suggested in you file with the annotate tool ?? Select wanted edges and subdivide and merging tris to quads ( with unchanged annotations..) like so;
Yes Yes something like, solution like this is what i was looking for. I'll definitely try it out as soon as I get home.
Wondering how to do the following drill, which has very particular angles for its helix:
My best attempt was to model it flat, then use 2 SimpleDeform modifiers to make it cylindrical and later taper it. This attempt however doesn't match the general angle of the Target's spirals.
I also tried using Archemedian Curve spirals but, I have even less control if I use those imo.
How would you go about doing this?
Attaching the .blend scene to this post if its helpful
@okidoki Thanks for your input! Right, that's the method I was referring to when I said I tried using Archemedian Curve spirals. The curve created differs from the goal, though obviously those are sketch lines and some variation in the final thing is to be expected...
...Maybe I'm being too hopeful with this and just gotta bruteforce it
Wondering how to do the following drill, which has very particular angles for its helix:
My best attempt was to model it flat, then use 2 SimpleDeform modifiers to make it cylindrical and later taper it. This attempt however doesn't match the general angle of the Target's spirals.
I also tried using Archemedian Curve spirals but, I have even less control if I use those imo.
How would you go about doing this?
Attaching the .blend scene to this post if its helpful
It's based on a very stylized concept I cant share - it isn't meant to go for a realistic look for sure. I think the Target example that's provided gives an accurate idea of the goal here though. Just getting the general loop flow to be accurate would be enough, no need to start modeling things.
Replies
help me
Take care of yourself
Here is a 3D model approach thats quadrilateral with retaining loops
And here is a deferred decal approach
I would really appreciate any pointers on how to achieve a much cleaner model. Thanks!
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.
I'm talking about the shape circled in red. It's not as easy as it seems at first glance. I tried modeling it, but I don't think my solution is the best. I used a mirror modifier and a subdivision modifier, but it still looks off.
You can tell it's supposed to match the reference shape, but it's not quite right. I know I'm missing the two cylindrical shapes on the sides, but that’s not the only issue. The proportions don't seem to match either. Am I imagining things?
I would really appreciate some feedback. How would you approach modeling this shape?
You just need more vertical edges on the cylinder to start out with. When you're doing cutouts and panel lines on cylinders you need a lot of geo to establish the curvature first, then make your cuts.
I'd start by blocking out each connection and bolt hole, and work from those cylinders out. It is just soft subdiv like connections between those different points.
nope(
Yes, because it is a circle and if you make another edge, you will get artifacts on the circle.
https://drive.google.com/file/d/1G2qMafi74ihBvRiUrXMLeExlBdOKt6-S/view?usp=drive_link
Note this is lowpoly modeling technique, not good for subdivision, but great for in-game use.
The Polyhaven models are all CC0 and fully downloadable to examine:
https://polyhaven.com/a/sofa_03
I used that model recently to up-rez it for the glTF Sample Assets repo, https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/SheenWoodLeatherSofa#screenshot
And a live demo of it:
https://github.khronos.org/glTF-Sample-Viewer-Release/?model=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/SheenWoodLeatherSofa/glTF-Binary/SheenWoodLeatherSofa.glb
I know there are not many loops on that region ( as you can see in the photos) but inserting Edge Loops is changing the shape ( by changing the shape i mean the model look sharp) of "The Front " part of the model and i want it smooth. so is there any other way to make just the front part look smooth without adding level 3 of subdivision surface modifier which adds extra geometry or without adding extra edge loops on whole model.
i saw tutorials where people use techniques like rerouting, recreating, reducing, redirecting edge loops in topology and create 4 edges with 2 edges. i don't really understand how to apply that here. those were basically reduction of edge in topology tutorials and i hope it can be done vice versa.
Thank You in Advance
File Here - FILE ( Low poly 3d Model, jagged edge issue, topology, Modeling )
THE Problem - Jagged edges, subdivision level 2 applied, and shade smooth but front part is not so smooth. as you can see in the subdivision panel
* Subdivision level 3 applied and the smoothness is decent / good, i want this kind of smoothness but subdivision level 3 added extra unnecessary geometry.
*The result i wanted, i saw people using methods like rerouting / recreating / redirecting edges to create 4 edges with 2 in topology. obviously i don't know how to do this here.
You just need more divisions on your cylinder to establish the curvature better:
I made a pillar but I dont' know how to adjust edges.
Reference image
https://www.artstation.com/artwork/bzBJn
Especially, parts of bevel, edges are complicated.
And both side are little bid extruded. these are integrated with a pillar
I wish someone help my problem.
...Maybe I'm being too hopeful with this and just gotta bruteforce it