I dont think its the same idea? Am I misunderstanding the tool? See, I need the new edge to follow the exact distance from the original selected edge on both sides. Not based on distance average between to edges.
Hope this helps?
Idea: Want quad edges. Precise quad edges. Without out edge ringing and line distance guessing one loop at a time.
hi , i just want to ask, about joining between 2 mesh which is cylinder and square part .
i need a good polygon connection , can someone tell me how ?
this is example of mine .
Hey guys! Great thread here, thought I'd ask a bit of a question in this forum that I just asked over at cgsociety, sorry for being lazy but I'm just going to post the link to the thread that I started over there. I'm trying to recreate the exhaust manifold on the J-2 Rocket Engine. Let me know if you can think of a good way to do this, hopefully what I've been attempting isn't the best way to do it. Link follows...
hey fletch, yeah I had a couple reference pictures on the link to my other thread over at cgsociety, guess you didn't check it =P no matter... I went ahead and posted a couple of them. Also just so we're clear on this that exhaust manifold wraps 360 degrees around the booster, also there are two bends in the pipe at the T-Junction and what seems to be some sort of tapering (at least I think it is... that pipe is much larger in appearance than the one that wraps all the way around, hard to tell) look very closely at the image as it is very deceiving.
The wing to the vought f4u corsair is giving me problems,the opening vent part at the front of the wing has a very subtle but specific shape,the landing gear opening area is at the point where the wing curves up and then i have to model the part where the wing folds up. The problem is making a good looking high poly wing with all these details modeled into them. The face that it curves make it a slight bit more difficult.
Mjolnir_Zero: Don't know if you've already moved on past this and figured it out, but heres my take on it.
JO420: Theres a couple of ways I'd approach it. (sorry maya terminology haven't gotten back into max enough yet, but it should be similar.)
First I'd model it flat and then group the pieces rotate the wing to the right angle to meet the body, then throw a bend modifier on it and set the low bound to 0 set the curvature to 1 and move the bend modifier to the right spot to where the wing bends. Adjust the high bound to like .25 or so so that it only bends the section of the wing that is actually bent, and then adjust the curvature so that its bent to the correct angle.
If that doesn't work then maybe this approach I use for pipe bends?
Model it flat and then cut it at the red lines, rotate/move the larger pieces to the appropriate spots then bend the cut section with a bend modifier and vert weld it back together. It can be a hassle the first couple of times you do it but its really fast once you get the process down.
I tryed it with a clyinder(+30 sides) then i cut it with the sliceplane, delete the
unnecessary part and "bridge" the edges and add edge loops where i need them.
The problem is i get lots of triangles which messed up my subd model.
I will be giving the wing another try tonight,the main problem i have is being able to model out the 3 main details and keeping the model nicely smoothed and quaded.if the landing gear had a much more simple shape i imagine i would never be posting but sadly it doesnt.
I can do the basic shape of the gear,the opening and the turbor super charger vent came out better but its making it look sharp when its subdivded is a bitch.
a few tiny little flaws but i dont think the normal map bake will pick them up
If it does, thats what photoshop is for :poly136:, but yeah, np Bend / Lattice are pretty much my answer to everything when you can get away with it :poly141:
If it does, thats what photoshop is for :poly136:, but yeah, np Bend / Lattice are pretty much my answer to everything when you can get away with it :poly141:
Looks pretty good, but did you forget the flaps?
No no,the flaps will be incoming,i can probably use the wing and make cuts for the flaps
Hi there,
I recently watched Grant Warwick's Hardsurface Tutorials and did some practice pieces. Right now I try to get details onto a bent surface but I am getting pretty uggly stretching along the holes, what destroyes the surface.
(yeh, Viewcube...)
I know of the approach to model it flat and then bend the pice but that won't work most of the time. For now I did the holes via cutting along circle Splines from top view just like in the tut.
From my poit of view there are 2 possible solutions:
changing the topology to better follow the given edgeflow, but that does not guarantee perfect results anyway.
Somehow "average" the curved surface (just somewhat like "make planar") after the holes have been applied. The Graphite "Loop Tools" might help with that, but yet I did not realy figure out how.
EDIT:
Is there a way to snap a circles center to a vertex?
I keep snapping vertex to vertex.
perna:
Alright, thx
Did a practice on a basic plane, turns out quite ok.
Neverless, I still want to keep this question up:
Is there a way to "average" a curved surface (just somewhat like "make planar" but curved). The Graphite "Loop Tools" might help with that, but yet I did not realy figure out how. Tubosmoot seems to do something like that but also adds extra geometry. Is it posible to take this feature without adding extra loops or would that be just the same as a plain "relax"?
couldn't you just get a quad'd sphere with enough polys. then delete the circular shape. then extrude polys inwards and cap. doesnt matter if geo is too messy its flat
couldn't you just get a quad'd sphere with enough polys. then delete the circular shape. then extrude polys inwards and cap. doesnt matter if geo is too messy its flat
I just tried this and wasn't able to get good results easily. Maybe I'm missing something? I'd be interested to know.
Pro Tip; To get a quad-sphere in max..just turbosmooth a box a bunch of times.
Here's my hacky quick solution that goes against everything in this thread (haha sorry guys)
make a 64-sided geosphere and some planes to represent your cuts.
Its trying to create the flow of the shape with a clean topologly thats confusing me a little.
It's not as complex as it looks. If you look at the detail you can see a lot of repeating patterns. Model these parts separately on a flat plane. Extrude them inwards for some depth and then lay out however many is needed in row and then using a bend modifier bend them 360 degrees. Once this is done you could flare the shape out by using a lattice. Don't bother worrying about welding the various parts together. That would be a nightmare.
Hello there.. Any one who can tell me the secret of getting things like this smooth in a good way without getting those ugly hard edges on the cylinder?
Quick question guys. This is a pretty dumb question, but what modifier do you use in Max for Sub-D modelling? I've always used turbosmooth for hardsurface stuff, and it works great. But someone told me that turbosmooth wasn't great for mechanical modelling. I think he mentioned WSM Subdivide or something like that? If so, I tried it out, and I don't know how to get it working. Not sure how the modifier itself works. What makes it better than turbosmooth?
i can imagine the subdivide modifier being used to have proper shading on curved surfaces when you want to use smoothing groups for the smoothness but i dont really see how it has anything to do with sub-d modeling.
I always have trouble getting the poly flow on the back of the handle to go with the rest of that part of the body, could someone show me a quick high poly example? I've already tried searching for wires to no avail.
Okay I need some help here from someone more experienced. I think I've managed to match the shape in the middle fairly well on the left. What I want to do from there though is extrude the border outward so I can have room to chamfer the sides, but you can see what happens when I try that on in right picture.
I think the shape is wrong though, and I'm sure there is an easier way to make it but I don't know how. All I did was create three cylinders and bridge the areas I wanted, then connected the inner section and pulled the vertexes in.
Anyone know of a quick and easy way to unwrap a bent cylinder?
Using cylindrical under map parameters doesn't give a proper unwrap and unwrapping each segment individually, then stitching them back together is very time consuming.
Replies
Another great technique, thank you!
I dont think its the same idea? Am I misunderstanding the tool? See, I need the new edge to follow the exact distance from the original selected edge on both sides. Not based on distance average between to edges.
Hope this helps?
Idea: Want quad edges. Precise quad edges. Without out edge ringing and line distance guessing one loop at a time.
The tools in Max cannot accomplish.
i need a good polygon connection , can someone tell me how ?
this is example of mine .
actually that model i want to sculpt at mudbox , so i wondering if it's good for sculpting ?
any other kind of good jointing ?
i just done do it , with properly way to told me ,
here the result
before turbosmooth
http://www.imagebam.com/image/b0baa079702906
after turbo smooth
http://www.imagebam.com/image/77e35579702900
and wondering if this good for sculpting?
Hi,
its ok, but for keeping that loop's distance constant from the cylinder's base, use the PolySplitRing script from here:
http://www.illusioncatalyst.com/ic_tools.php
Sorry but i cant help with sculpting...
just in case anyone hasn't seen them. they are the reworked original ones and extended a bit.
Great! Thank You.
Hey guys! Great thread here, thought I'd ask a bit of a question in this forum that I just asked over at cgsociety, sorry for being lazy but I'm just going to post the link to the thread that I started over there. I'm trying to recreate the exhaust manifold on the J-2 Rocket Engine. Let me know if you can think of a good way to do this, hopefully what I've been attempting isn't the best way to do it. Link follows...
http://forums.cgsociety.org/showthread.php?f=25&t=885360
The wing to the vought f4u corsair is giving me problems,the opening vent part at the front of the wing has a very subtle but specific shape,the landing gear opening area is at the point where the wing curves up and then i have to model the part where the wing folds up. The problem is making a good looking high poly wing with all these details modeled into them. The face that it curves make it a slight bit more difficult.
JO420: Theres a couple of ways I'd approach it. (sorry maya terminology haven't gotten back into max enough yet, but it should be similar.)
First I'd model it flat and then group the pieces rotate the wing to the right angle to meet the body, then throw a bend modifier on it and set the low bound to 0 set the curvature to 1 and move the bend modifier to the right spot to where the wing bends. Adjust the high bound to like .25 or so so that it only bends the section of the wing that is actually bent, and then adjust the curvature so that its bent to the correct angle.
If that doesn't work then maybe this approach I use for pipe bends?
Model it flat and then cut it at the red lines, rotate/move the larger pieces to the appropriate spots then bend the cut section with a bend modifier and vert weld it back together. It can be a hassle the first couple of times you do it but its really fast once you get the process down.
I tryed it with a clyinder(+30 sides) then i cut it with the sliceplane, delete the
unnecessary part and "bridge" the edges and add edge loops where i need them.
The problem is i get lots of triangles which messed up my subd model.
Anyone knows a better way?
thanks.
I can do the basic shape of the gear,the opening and the turbor super charger vent came out better but its making it look sharp when its subdivded is a bitch.
My quick and tired stab at it. Though I'm sure theres a better way, but less is more sometimes :P 8 sided cylinder.
but there is a pinching still visible.
thanks
Thanks for the idea Grimm,after a few tries i think i finally go the wing down.
a few tiny little flaws but i dont think the normal map bake will pick them up
If it does, thats what photoshop is for :poly136:, but yeah, np Bend / Lattice are pretty much my answer to everything when you can get away with it :poly141:
Looks pretty good, but did you forget the flaps?
No no,the flaps will be incoming,i can probably use the wing and make cuts for the flaps
I recently watched Grant Warwick's Hardsurface Tutorials and did some practice pieces. Right now I try to get details onto a bent surface but I am getting pretty uggly stretching along the holes, what destroyes the surface.
(yeh, Viewcube...)
I know of the approach to model it flat and then bend the pice but that won't work most of the time. For now I did the holes via cutting along circle Splines from top view just like in the tut.
From my poit of view there are 2 possible solutions:
EDIT:
Is there a way to snap a circles center to a vertex?
I keep snapping vertex to vertex.
Alright, thx
Did a practice on a basic plane, turns out quite ok.
Neverless, I still want to keep this question up:
Is there a way to "average" a curved surface (just somewhat like "make planar" but curved). The Graphite "Loop Tools" might help with that, but yet I did not realy figure out how. Tubosmoot seems to do something like that but also adds extra geometry. Is it posible to take this feature without adding extra loops or would that be just the same as a plain "relax"?
I did it with the doublesmooth trick on my M11 so I could keep the control mesh very low-poly;
The control mesh is a 6-sided cylinder
I just tried this and wasn't able to get good results easily. Maybe I'm missing something? I'd be interested to know.
Pro Tip; To get a quad-sphere in max..just turbosmooth a box a bunch of times.
Here's my hacky quick solution that goes against everything in this thread (haha sorry guys)
make a 64-sided geosphere and some planes to represent your cuts.
Pro-boolean that shit (with "intersect")
Ok I did some experimenting and I have a feeling I got it right.
http://dl.dropbox.com/u/93793/Modo_Sight_Top.avi
i made this video sometime ago, to show how to do the exact same thing.
I was wondering if anyone could give some some advice on the best method for modelling the detail on this pillar.
http://farm3.static.flickr.com/2136/2401419260_c89e14bdf4_o.jpg
Its trying to create the flow of the shape with a clean topologly thats confusing me a little.
It's not as complex as it looks. If you look at the detail you can see a lot of repeating patterns. Model these parts separately on a flat plane. Extrude them inwards for some depth and then lay out however many is needed in row and then using a bend modifier bend them 360 degrees. Once this is done you could flare the shape out by using a lattice. Don't bother worrying about welding the various parts together. That would be a nightmare.
Thanks for the advice, I was over complicating it in my head. The method you mentioned makes things alot simplier.
Cheers!
oh=) yeah maybe that is the besto solution.. thanks
Sloppy paintover:
I think the shape is wrong though, and I'm sure there is an easier way to make it but I don't know how. All I did was create three cylinders and bridge the areas I wanted, then connected the inner section and pulled the vertexes in.
I'm new to this so go easy on me
Page 37 ?
Normally I would just filter it on, but I'm trying to do this using object space normals so I really can't rely on it this time
Using cylindrical under map parameters doesn't give a proper unwrap and unwrapping each segment individually, then stitching them back together is very time consuming.
I would try that and just paint them in.