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

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  • okidoki
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    okidoki greentooth
    Like extruding the lower half cylinder and spinning along the greater radius and adding some control loop ? Like so:



  • ITZSABO
    okidoki said:
    Like extruding the lower half cylinder and spinning along the greater radius and adding some control loop ? Like so:



    okidoki@okidoki
  • hanabirano
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    hanabirano polycounter lvl 5
    Justo said:
    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.
    Understood. Here’s my attempt at it so far. I tried to keep it as procedural as possible. Hopefully it will inspire someone to find a simpler method, but it should be workable as is. Unfortunately, I’m a 3ds Max user, but I hope this provides some ideas on how to apply it in Blender.
  • Justo
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    Justo polycounter
    @hanabirano That looks clean! I think it's similar to my attempt though, albeit with a cleaner finish. How easy is it to alter the angle of the spirals if you wished for it? I wonder how it'd match with the reference spirals.

    @okidoki "A triangle extruded, tappered, vertical sub divided, rotatedvia proportional editing, subdivided in edit mode, "edges" beveled:" The end result looks like a better approach than the last one you showed, thank you for sharing. It's a bit hard to follow the initial steps though, could you maybe elaborate with pics or a short vid of the initial steps you describe?
  • okidoki
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    okidoki greentooth
    @Justo
     I used a triangle because you want this three edges; you also could use a multitude of three and select the three edges later to bevel and resise them along X/Y. (Oh i misses this in the following image :wink: )




    @hanabirano: Really nice..  :open_mouth:  now thinking  about a more modifier based  approach.. 
  • okidoki
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    okidoki greentooth
    In fact :sweat_smile: ..  a screw and taper modifier on a triangle as base did the trick, so a a more "developed" base can do.. more :wink: :



    ..ahh i just did it...



  • hanabirano
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    hanabirano polycounter lvl 5
    Justo said:
    @hanabirano That looks clean! I think it's similar to my attempt though, albeit with a cleaner finish. How easy is it to alter the angle of the spirals if you wished for it? I wonder how it'd match with the reference spirals.

    @okidoki "A triangle extruded, tappered, vertical sub divided, rotatedvia proportional editing, subdivided in edit mode, "edges" beveled:" The end result looks like a better approach than the last one you showed, thank you for sharing. It's a bit hard to follow the initial steps though, could you maybe elaborate with pics or a short vid of the initial steps you describe?
    Its relatively easy, you just have to tweak the height of the helix cylinder (looking better at your reference it seems to me that the gradient and scale step for the swirls is not needed so I removed it):
  • misiewiczradoslaw
    I've been browsing the forum for many years but never contributed and today is the first time. Any ideas of this rope?






  • camafe
    I've been browsing the forum for many years but never contributed and today is the first time. Any ideas of this rope?






    Individual cylinders for each strand, then for the low poly you can either retopo each strand individually (simply going into edit mode and deleting edges that go alongside the cylinder), unwrap the low poly strands saving some space in the UV map for each individual strand and bake each high poly strand to their respective low poly versions. Or the other option is to retopo them together by creating a mesh that wraps around the whole chunk of high poly strands and then baking all the strands together with the new mesh.
  • M1kou
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    M1kou polycounter lvl 2
    Update: I remembered that the handguard comes in two shells put together, which makes it easier.


    Hi friends
    I'm modeling the handguard of the M16A1. But I'm stuck on making these vent holes.
    The SubD modifier makes the sides of the hole bulge, it should be flat here.
    I've tried a couple of ways but they all leave pinching around the holes. (Another method will leaves two parallel pinching lines across the handguard



    And the shrink-wrap modifier works but creates new problems. I tried setting the vertex group in the modifier, but it still seems to override the bevels.
    Is there a better topology? Or how to keep the bevels under the influence of the shrinkwrap modifier?

  • okidoki
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    okidoki greentooth
    This might depend how you models this; while retrying this i did this with insetting the face and afterwards adjusting them to that oval shape. Whether if you simple scale the outer edges inwards (not on surface along Y in you blender screnshot) or even vertex slid them on the diagonal to stay on the original surface, when doing an additional inset and then extrude downwards..

    But  the loop at the "hole edge come up a little" when using subdiv. So this might be opimized by "simply" moving the control loops i bit downward.. (left original , right pushed down)



  • M1kou
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    M1kou polycounter lvl 2
    okidoki said:
    This might depend how you models this; while retrying this i did this with insetting the face and afterwards adjusting them to that oval shape. Whether if you simple scale the outer edges inwards (not on surface along Y in you blender screnshot) or even vertex slid them on the diagonal to stay on the original surface, when doing an additional inset and then extrude downwards..

    But  the loop at the "hole edge come up a little" when using subdiv. So this might be opimized by "simply" moving the control loops i bit downward.. (left original , right pushed down)



    thank you my friend :3
    I probably overthinking it sometimes, moving points and edges are also a part of 3d modeling.
    I tried a few more times and got results I was happy with.  =)

  • 1471tom
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    1471tom polycounter lvl 3
    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
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    okidoki greentooth
    Maybe like so.. beveling the front edges :


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

  • 1471tom
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    1471tom polycounter lvl 3
    Are you using the knife tool to create these loops?
  • Eric Chadwick
    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
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    okidoki greentooth
    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
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    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.




  • Woodrice
    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
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    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
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    HAWK12HT polycounter lvl 12
    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. 


  • Eric Chadwick
    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
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    Neox godlike master sticky
    HAWK12HT said:
    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. 


    The majority of our AAA projects use subdiv, be it quadchamfer or crease based. Zbrush is barely ever used for hard surfaces 
  • HAWK12HT
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    HAWK12HT polycounter lvl 12
    Neox said:
    HAWK12HT said:
    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. 


    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
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    sacboi high dynamic range
    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
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    Neox godlike master sticky
    HAWK12HT said:
    Neox said:
    HAWK12HT said:
    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. 


    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.  
    Yes weapons, we barely ever touch vehicles 
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