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

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Replies

  • 1471tom
    1471tom polycounter lvl 3
    edited Oct 2024
    Hey I'm fairly new to detailed/ hard-surface modelling. Any pointers on creating the curvature in my reference picture?


    Sorry if this is in the wrong reply section...

  • okidoki
    okidoki greentooth
    Maybe like so.. beveling the front edges :


  • 1471tom
    1471tom polycounter lvl 3
    Thanks for the quick response! I'll have a go and get back to ya :)
  • A little late to the screw party (ha) but tried a quick experiment in 3ds Max...

  • 1471tom
    1471tom polycounter lvl 3
    Are you using the knife tool to create these loops?
  • I've been browsing the forum for many years but never contributed and today is the first time. Any ideas of this rope?






    You can also look for info about "cloth wrap" or "tape wrap" modeling. For example https://blender.stackexchange.com/questions/70106/how-to-model-medical-cloth-wrapping

    And for the rough effect of the fibers, I'd recommend a bump map approach rather than attempting to use polygons.
  • okidoki
    okidoki greentooth
    edited Oct 2024
    1471tom said:
    Are you using the knife tool to create these loops? 
    No.. bevel via shortcut: Ctrl-B and number of segments via mouse wheel or via options..
  • 1471tom
    1471tom polycounter lvl 3
    Here is my attempt so far, bearing in mind the model is mirrored. I think I've got the shape down.




  • 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.
  • gojushin
    gojushin polycounter lvl 4
    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.
  • HAWK12HT
    HAWK12HT polycounter lvl 13
    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.
    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. 


  • 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.
  • Neox
    Neox godlike master sticky
    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. 


    The majority of our AAA projects use subdiv, be it quadchamfer or crease based. Zbrush is barely ever used for hard surfaces 
  • HAWK12HT
    HAWK12HT polycounter lvl 13
    Neox said:
    The majority of our AAA projects use subdiv, be it quadchamfer or crease based. Zbrush is barely ever used for hard surfaces 
    Cool, is it for weapons too? afaik vehicles usually are in subdiv before being crunched into optimized versions.  
  • sacboi
    sacboi veteran polycounter
    edited Nov 2024
    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
  • Neox
    Neox godlike master sticky
    HAWK12HT said:
    Cool, is it for weapons too? afaik vehicles usually are in subdiv before being crunched into optimized versions.  
    Yes weapons, we barely ever touch vehicles 
  • mayurSK
    mayurSK polycounter lvl 2
    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? 
  • 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?
  • sacboi
    sacboi veteran polycounter

    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:

  • okidoki
    okidoki greentooth
    Maybe not using the classic controll loop and subdivide workflow but a bevel modifer on some specific vertices only.. :



    And then use a subdivide modifer on top ?? Like so: 


  • 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:

    Have you tried anything like quadchamfer or crease sets yet, or are you waiting to see what he recommends?


  • okidoki said:
    Maybe not using the classic controll loop and subdivide workflow but a bevel modifer on some specific vertices only.. :



    And then use a subdivide modifer on top ?? Like so: 


    Do you know some tutorials about it? 
  • HNpis said:
    Have you tried anything like quadchamfer or crease sets yet, or are you waiting to see what he recommends?


    Can you share link to tutorials about that? 
  • okidoki
    okidoki greentooth
    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 :wink: ). 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.
  • How would I go about modelling this part of the stock? I have posted my attempt.
  • Neox
    Neox godlike master sticky
    How would I go about modelling this part of the stock? I have posted my attempt.
    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.

  • Noren
    Noren polycounter lvl 20
    edited Jan 22 2025
    @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.
  • When I extrude along normals, some areas get distorted, and the extrusion is not uniform. I need a way to make it flat and even across the surface. What's the best approach for this?
  • okidoki
    okidoki greentooth
    edited Feb 9 2025
    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

  • Hello, how should the structure of this model be modeled? Do you have any ideas for polygon modeling? Thank you very much
  • @4KD share your attempt first (see the first post)
  • okidoki
    okidoki greentooth
    Maybe something like this:




  • SoldatenkoDmitry
    SoldatenkoDmitry polycounter lvl 4
    edited Feb 19 2025
    Hi guys. I'm learning the basics of hard surface using the subdivision method. Can you help to solve me this problem. I have attached my example. Asking for your recommendations.
  • 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?
  • okidoki
    okidoki greentooth
    to @SoldatenkoDmitry: the question might be.. to tri or not to tri..



  • 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
  • okidoki
    okidoki greentooth
    edited Feb 21 2025
    Maybe like so (to have as tart):



    I left the red circled area as an exercise.. or i simlpe was lazy :wink:.. but's the same principle. (And there has to be some details done.)
  • Guys, please help me, how do I make the bottom transition from the corner surface?
  • AFsoft
    AFsoft polycounter lvl 10
    Hi. how do i model this crystal basin pattern ? i have searched everywhere for a few patterns to build it with heightmap or displace. but the outcome is not even close.

    need help. 
  • Look into voronoi meshing structures, might help get closer to that semi-random cellular structure.
  • AFsoft
    AFsoft polycounter lvl 10
    Look into voronoi meshing structures, might help get closer to that semi-random cellular structure.
    isn't it easier to design a heightmap in substance designer ? i tried to do a part and make it tile but its very hard to keep it this level undetected. its so hard to find a repetitive pattern. seems like fractal Voronoi.  
  • okidoki
    okidoki greentooth
    I tried to "read" the pattern..



    but there seems to be some additional crisscros (i tried in on direction)



    Maybe it's even more complex. Or.. some opticial illusion.. The baseplate is a mirror !!... but i'm too lazy to look at this after i tried all this :wink:

  • AFsoft
    AFsoft polycounter lvl 10
    thank you so much guys  =)
  • Filip5
    Filip5 polycounter lvl 9
    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






  • 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

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