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.
@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?
@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 )
@hanabirano: Really nice.. now thinking about a more modifier based approach..
@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):
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.
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?
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)
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 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.
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?
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.
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.
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.
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
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.
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
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.
Replies
@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?
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 )
@hanabirano: Really nice.. now thinking about a more modifier based approach..
..ahh i just did it...
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?
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)
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.
And for the rough effect of the fibers, I'd recommend a bump map approach rather than attempting to use polygons.
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.
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.
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.