How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)
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Thanks for the quick response! I'll have a go and get back to ya
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misiewiczradoslaw said:
And for the rough effect of the fibers, I'd recommend a bump map approach rather than attempting to use polygons. -
1471tom said:Are you using the knife tool to create these loops?
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Hello experts, I am currently modeling an old dome projector that includes several spherical lens modules (as shown in the image below).
I have already created the smaller protruding spherical lenses (as shown),
but I have no idea how to approach the largest lens module. The lens is concave, making it impossible to disguise it with patches. Does anyone have any suggestions or ideas on how to proceed?
Another detailed photo reference. -
Happy Halloween everyone!
I am sure this has been asked before, however i can't seem to find any occourence over here. (I'd also be happy to be pointed towards that)
I am currently wondering what the "best" way would be to model this in terms of topology:
Thank y'all for being a great community. Have a great spooky day. -
gojushin said:Happy Halloween everyone!
I am sure this has been asked before, however i can't seem to find any occourence over here. (I'd also be happy to be pointed towards that)
I am currently wondering what the "best" way would be to model this in terms of topology:
Thank y'all for being a great community. Have a great spooky day.
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Woodrice said:but I have no idea how to approach the largest lens module. The lens is concave, making it impossible to disguise it with patches. Does anyone have any suggestions or ideas on how to proceed?
One of many amazing pics in Per's folder.
1. Go to first post in this topic.
2. Click on cookedpeanut's link.
3. Click on Perna's Image Archive.
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HAWK12HT said:best way would be to Boolean mesh it and run it via Zbrush / Dynamesh. I doubt anyone in AAA weapons work is making manually the subd high poly.
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Neox said:The majority of our AAA projects use subdiv, be it quadchamfer or crease based. Zbrush is barely ever used for hard surfaces
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Yeah for vehicles as an example I'd learnt a lot from Karol Miklas of PUGBG makes his stuff with Blender after switching 16yrs ago, could even download one of the freebees to inspect his workflow - 1972 Datsun GT
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HAWK12HT said:Cool, is it for weapons too? afaik vehicles usually are in subdiv before being crunched into optimized versions.
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Help Needed with Creating Luggage Wheel Housing Shape in Blender
Hi everyone, I’m working on a 3D model of a luggage wheel and its housing, but I’m struggling to create the proper shape for the housing (see attached screenshots).
I used basic extrusion and subdivision modeling, but I can’t seem to get the smooth curvature of the housing right.
What’s the best way to create the smooth, curved shape of the housing?How can I make the topology cleaner while keeping the details sharp?
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I have few issues with my 3d model. At first:
how to create keep the corners sharp ( I use SUBD) and not to look like this:
The next issue are the supporting loops that handles one of the side sharp but i dont know where to delete them:
and if i want to extrude that top it will be like this:
The last issue is tahat i have corner vertex which has more than 4 edges:
And i wanted to do sth like this:
but these faces arent flat:
so how to handle all this? -
Since I've not the time to wip something up atm so I'll just leave it to Frank.I'm fairly sure he'll more than likely have a solution helpfully broken down step by subd step, residing in his treasure trove of wisdom-ness :thumbs up:
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sacboi said:Since I've not the time to wip something up atm so I'll just leave it to Frank.I'm fairly sure he'll more than likely have a solution helpfully broken down step by subd step, residing in his treasure trove of wisdom-ness :thumbs up:
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okidoki said:
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HNpis said:Have you tried anything like quadchamfer or crease sets yet, or are you waiting to see what he recommends?
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sorry not sorry, lol
Blender quadchamfer or crease sets tutorial -
Well... it's simply not using control loops and while selecting the "uncontrolled" loops using the crease tool (Shift-E) and mouse drag to set the wanted amount. And the bevel tool (Ctrl-B) mouse drag or even the bevel modifier (and yes in other apps called chamfer
). Also when you "need" to use a subdivide modifier then some subdivision over the longer edges should be considered. As tought in all the classic control loop tutorials.
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WarriorOfOld said:looks solid? what does it look like smoothed? i feel like it needs support loops for some of the hard edges, atm if feels a bit like a wild mix of areas with and without support loops. but thats one of the tricky parts of maya. in max or blender this would be a a modifier.the mesh density might be even enough for the most part for this to work with creases as well.
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@WarriorOfOld I think you may have misinterpreted your reference in regards to the transition on the right (or I'm misinterpreting your mesh). Looks like the cylinder shape basically sits on a hemisphere or widens out to the rest of the grip. Could be exactly the opposite as well, i.e. a concave transition. Hard to tell from the one image, but a convex one makes more sense to me, especially if the bottom is hollowed out.
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This is AFAIK not directly possible.. but maybe like so:
..select the faces like you did and extrude in place and then select the lower two faces and slide along the middle edge .. and then for both edges on top (in the middle i already slided the top edges like shown on the ride)
Edit: i forgot: for the X direction i just scaled on the X axis
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@4KD share your attempt first (see the first post)
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Eric Chadwick I have achieved this and I don't know how to make the protrusions on the edge. Is it because my model has too few segments?
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Any tips on how to model this part on the magazine? I've redone the magazine multiple times and it always ends up wrong. I've posted my current progress on the magazine and some older attempts
Current Attempt
Old attempts (I restarted them before cleaning up topo due to sloppy use of booleans)Reference
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Hi, thought you might like this guy.
Mario Elementza - YouTubehttps://www.youtube.com/watch?v=_bpsEd_5IW4
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OK so there's multiple things going on here.
What you have here is a cylinder. Call it a quasi-, compound-, or even pseudo-cylinder, but the same rules apply: If you want it to be cylindrical, you're not allowed to mess around with the edgeflow, or amount of edges connected to any vertex without consequence.
The blue and green arrows here show unproblematic edgeflow which is what you want.
They criss-cross each other nicely and are evenly spaced where it matters so you get what you want.
The red edge is your enemy. First it creates a 5-pole at it's forward vertex, which on a curved surface messes with the consistency of all neighbouring quads, and it creates a triangle highlighted in red and yellow. Two bad.
Triangles are converted to quads with catmull-clarke, but the "mesh density" increases in the area which disrupts the curvature within and around it, creating a sort of pinch point.
It also turns those consistancy-bearing and criss-crossy blue and green edgeflow arrows into an orange L shape in a curved area. This is bad.
Aaahh. Much better. After fixing that, let's take a look at edge sharpness consistency. It can take years and years of practice to notice inconsistencies in supporting edges, so I thought I'd share a method I use.
I select the edge (blue) I want to keep consistent, and simply have a lil looksie-pie at the criss-crossing edges (green) on both sides.
The blue is sort of like the body of a centipede, and the length of it's green legs decide how far the blue edge is allowed to bleed.
There are three centipedes here, your perfect form in blue and green, an orange centipede with yellow legs, and a red centipede with pink legs:
Make yellow and pink equal lengths somehow.
Something like this, but better, IDK:
Do notice that I messed with the density in that compound curve, which is not good.
It takes too long to draw this shit in MSPAINT so I'm defaulting to telling you not to do that.
So you shouldn't do that. I usually avoid it by detatching the geometry I need to double, subdividing it, and welding it back on, modifying the surrounding geometry to fit. I do think the low forward-to-rear-mesh-density on the compound curve is the main reason you have difficulties.
I used that method to get the curve I needed on the hammer of this: http://skins.thanez.net/357/marmoset/
I had decided to model in every detail as a challenge, and didn't have enough/correct geo to carry the top curve, nor enough base geo to build the ridges, nor casting lines from.
Uhh.. Bye.
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@Vitaliy Welcome to Polycount. Consider checking out the forum information and introduction thread.Adding to what Thanez has explained: sometimes it's beneficial to reduce unnecessary mesh complexity by using the minimum amount of geometry required to hold the shapes when the mesh is subdivided. This mesh simplification makes it easier to solve loop routing issues earlier in the modeling process. Focus on creating clean, well organized loop paths around the larger shapes first and it will be a lot easier to add support loops later with a bevel / chamfer operation.Below is an example of what this approach to subdivision modeling could look like: start blocking out the basic shapes by adjusting both the number and position of the segments on intersecting curved surfaces. This way the edge spacing along the curves will be relatively consistent and aligned with the edges of adjacent shapes. Which provides a lot more options for adjusting the basic loop flow and support loop routing.In this example the shape support loops are only there to support the transition areas between the larger shapes and the edge support loops are only there to sharpen the hard edges of the adjacent shapes. It's worth noting that, on this particular type of shape, it's often possible to redirect or terminate a lot of edge support loops with diamond quads. Which prevents them from running out onto curved surfaces and disrupting the segment spacing of the curves.Having solved most of the loop flow issues earlier in the modeling process: the edge sharpening support loops can be added non-destructively using a bevel / chamfer modifier and any minor smoothing issues can be cleaned once the entire slide is modeled. Which further simplifies and streamlines the modeling process. Sometimes overly dense meshes or complex manual loop routing doesn't make sense in terms of time spent Vs results obtained.Although the mesh used in the example below is fairly simple, it still strikes that balance between softness and sharpness that allows for a good visual read while also maintaining relatively accurate shapes and shape transitions. All while remaining easy to edit. Subdivision modeling is all about figuring which tradeoffs in accuracy and simplicity provide usable results while still keeping modeling times reasonable.One of the downsides to both subdivision modeling and high to low poly normal baking is that certain types of sharp edge to curve transitions will have a broader highlight than what's found in real life. This is just the nature of the medium and it's often necessary to accept that certain types of shape transitions cannot be both perfectly sharp and visually readable at a distance. Which is why it's generally considered best practice to view the mesh from multiple angles both up close and far away to get a sense of what's an acceptable level of softness for the model's specific use case.The loop routing around this tighter triangular edge of the shape transition could be further simplified by dissolving one edge of the loops being redirect by the diamond quad. While this approach does produce an n-gon it's not a significant visual issue because it's constrained by the adjacent loops and will be resolved back to quads once the subdivision is applied.Not only does this alternate approach to loop routing simplify the mesh but it also produces a more even edge highlight along the adjacent surface where the redirected edge loop was removed. This is because the edge width of the support loop is now consistent across the larger underlying surface.Unless there's a visible smoothing error, surface quality issue, or valid technical reason for avoiding them: it's generally acceptable to use a few triangles or n-gons to simplify the mesh. Especially when they're constrained by adjacent support loops or on flat surfaces and the mesh still smooths well when subdivision is applied.Below is an example of what the simplified mesh looks like at 2x subdivision level.There's a number of variations on the fillet path along the front of this slide. Some are more complex than others and how much geometry is required for the basic curvature depends entirely on the complexity of the shapes in the references. For a basic fillet and radiused corner, that doesn't have any intersecting rail cutouts, a simpler mesh and loop routing strategy will probably make modeling this shape a lot easier than throwing more geometry and support loops at it. Having that flat side wall between the corner and the round over at the bottom of the slide also makes things a lot easier.Recap:-Simplify the mesh by using the minimum amount of geometry required to support accurate shapes and clean surface transitions.-Focus on solving the topology flow issues around the larger shapes first and try to use the existing geometry of adjacent shapes are part of the support loop routing strategy. This will help with editability and make it a lot easier to sharpen the edges without distorting the underlying shapes.-Whenever possible, redirect or terminate support loops before they run out into the curvature of adjacent shapes. This will help prevent unintended surface deformation and pinching smoothing artifacts.
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Look into voronoi meshing structures, might help get closer to that semi-random cellular structure.
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Eric Chadwick said:Look into voronoi meshing structures, might help get closer to that semi-random cellular structure.
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I got kind of close. This is with the Generate Topology tool in 3ds Max, which makes cellular kind of shapes.
I think the inside surface of the sink is actually smooth, and the outsides are where all the gemstone-like cuts are, only makes sense if it's wash sink. I didn't bother with that part though.
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thank you so much guys
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Hello guys, I am struggling with this train front part, especially because its sort of organic hard surface with cutout. I have tried block modeling, subdivisions, splines, which produced insane hight ammount of face, lines, alas, with no success. It might seem trivial, but I just cant get my head around that shape. I almost got that shape, but cant connect the roof with the front side, and the cotout is a lot problematic for me.
Posting my trials, what I am aming for, as well as link to webpage with more images for refference.
http://www.drah-servis.cz/detail.php?typ=dokumentace_histcr_skoda_s699
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Really cool train shape. Have you seen the recent post by Frank above? Explains how to approach transitions like this. https://polycount.com/discussion/comment/2798366/#Comment_2798366