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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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  • Wesley
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    Wesley polycounter lvl 13
    logosm.JPG

    I haven't added the sides, but that's one way. Other than adding a lot more geo I suppose.
  • Mad Mike
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    A quickie from me: no_problem.jpg
  • Wesley
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    Wesley polycounter lvl 13
    Ignore mine! That's a much better approach.
  • logosm
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    logosm polycounter lvl 9
    Mad Mike this is the best solution. Thanks for all comments ;)
  • ChickenNoodleSoup
    A friend of mine sent this to me a few days ago (left) my attempt is on the right.
    It's basically an object with three sides sliced off in a circular fashion (A), the smaller sections (C) are pretty easy I thinkdemshapes.jpg. After spending several hours and various approaches i decided to post here.
    Any take on how to subD model this beast?
    http://imageshack.us/photo/my-images/190/demshapes.jpg/
  • dodgevipert56
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    Hi guys,

    Im new to polycount and hard surface modelling.
    Im having this weird streak when I smooth my model,
    any suggestions on what im doing wrong??

    http://imageshack.us/photo/my-images/189/streak.png/

    wireframe

    http://imageshack.us/photo/my-images/510/streak2.png/
  • Computron
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    Computron polycounter lvl 7
    make sure everything thats supposed to be planar is planar.
  • Danielmn
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    Danielmn polycounter lvl 13
    dodgevipert56
    you are getting the streak because
    on the left and the right side of the streak are going at 2 different angle. The do not keep the same plane. So it basically has a curving going on in that tight space.

    if you make those are flat then you should get rid of it.
  • Computron
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    Computron polycounter lvl 7
    I know I saw this somewhere in this thread, but I've searched through and cant find it, and mine comes out all wrong.

    How u model dis shape:

    Help.png
  • Danielmn
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    Danielmn polycounter lvl 13
    ok i hope this helps
    started with cylinder and then expanded the edges and layed out a strip of copies

    combined them

    added a bend modifier

    converted to editable poly
    deleted 75 percent to add in details and intrude holes
    added curves and bolts

    copied and rotated copies

    welded and curve over al surfaces

    hope you guys like didnt make are the corners perfect but you should get the gist.

    let me know if you have any questions

    i9BV3JLaAQKzh.JPGibsme1mfO8a8e4.JPGibnkqsG1poISvV.jpg
  • Canti
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    HAI GAUYZ!

    I need some starting advice.
    Ive been doing/learning CG for about a year. Ive picked up just about everything needed to know to get off on good terms with a project BUT i cant apply the information Ive learned (Trying to fix that)

    So Im going to start on something big. All i ever seem to have made were close range melee weapons (Just swords :/)..

    I use Maya but workflows are adatpable so i ask http://images4.wikia.nocookie.net/__cb20110219154333/metroid/images/c/c4/Metroid_Other_M_Gunship_Art_74.jpg whats the best way to start crafting this?

    (Gona make Samus latest gunship)
  • Ghostscape
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    Ghostscape polycounter lvl 13
    Canti wrote: »
    HAI GAUYZ!

    I need some starting advice.
    Ive been doing learning CG for about a year. Ive picked up just about everything needed to know to get off on good terms with a project BUT i cant apply the information Ive learned (Trying to fix that)

    So Im going to start on something big. All i ever seem to have made were close range melee weapons (Just swords :/)..

    I use Maya but workflows are adatpable so i ask http://images4.wikia.nocookie.net/__cb20110219154333/metroid/images/c/c4/Metroid_Other_M_Gunship_Art_74.jpg whats the best way to start crafting this?

    (Gona make Samus latest gunship)

    First things first, make a blockout that makes the shape and all the majors forms so that when you're working on part A you are keeping it in scale with everything else.

    After that, I'd start with the major forms - I'd go with the engine-looking protrusions on the top first, then sweep the cockpit back into the "midsection" and then do the wingtips. Then I'd fill in the grey bits underneath and make a detail pass.
  • jeremiah_bigley
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    jeremiah_bigley polycounter lvl 12
    Had a friend ask me for help on a shape. He had 4 fairly large holes cut in the side of a cylinder. When I sat down to help him I felt pretty stupid because cutting shapes into cylinders still seems to get the best of me.

    So I went home and came up with this.

    They are both 8 sided holes... I used B and it worked. I was trying A and I was getting some nasty pinching. So is the rule of thumb B for cylinders and A for flat surfaces? Because it seems like whenever I use A I get some form of pinching.

    And I tried more geometry on the cylinder... it helped... but it didn't necessarily fix the situation.

    Hole_Method.jpg
  • AlecMoody
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    AlecMoody ngon master
    Had a friend ask me for help on a shape. He had 4 fairly large holes cut in the side of a cylinder. When I sat down to help him I felt pretty stupid because cutting shapes into cylinders still seems to get the best of me.

    So I went home and came up with this.

    They are both 8 sided holes... I used B and it worked. I was trying A and I was getting some nasty pinching. So is the rule of thumb B for cylinders and A for flat surfaces? Because it seems like whenever I use A I get some form of pinching.

    And I tried more geometry on the cylinder... it helped... but it didn't necessarily fix the situation.

    Hole_Method.jpg

    No, just add an extra edge loop around that hole.

    It also depends on the size of the holes as compared to the radius of the cylinder.
  • jeremiah_bigley
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    jeremiah_bigley polycounter lvl 12
    AlecMoody wrote: »
    It also depends on the size of the holes as compared to the radius of the cylinder.
    yeah I guess that is why I was specifying that they were fairly large holes in the cylinder.

    So A might could work with an extra loop?
    I will give that a shot.
  • SpeCter
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    SpeCter polycounter lvl 14
    Personally i prefer B but with more segments(more evenly divided).At least if it´s going to be bend.A produces bumps in cases like barrels and stuff.
  • Danielmn
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    Danielmn polycounter lvl 13
    Yeah I agree I think more often than not I end up using B method

    but A does work at times.

    http://vimeo.com/27626734 here is a video I made awhile back for just cutting holes into a cylinder pretty basic but gets the point across.
  • BreaK-
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    Hi guys I need your help once again with an M4 Carbine I'm modelling.

    I'm currently trying to figure out a way to cut holes in this surface.

    Blah-1.jpg

    Because there are intersecting ridges running though the area where i need to cut a cricle, its proving tricky to figure out a way to do this.

    Have you guys any ideas?

    Thanks!

    EDIT:

    OR would you tackle a situation like this with floaters?
  • Danielmn
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    Danielmn polycounter lvl 13
    are you trying to tackle this a sub-d hi res model or lo res

    you will need hi geo cylinder to this. But would like to to further help you out
  • Danielmn
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    Danielmn polycounter lvl 13
    hope this helps
    will do breakdown or tut later tonight. got to get back to work.
    iC1Kv0XmREDU6.jpg?q=0.258751105667

    jwDn2w7BEemXu.JPG
  • Danielmn
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    Danielmn polycounter lvl 13
    most of it i was able to do with 64 sided cylinder that I extruded out

    but the middle extrude had some hand manipulation.
  • terrybuchan
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    How would you guys model this shape? I highlighted it in red. Would you start with a very basic base mesh in zbrush and sculpt the detail in manually or can it be done easier in Max?

    untitlefgfd.jpg
  • Danielmn
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    Danielmn polycounter lvl 13
    model it in max or maya..etc
    then use a ffd or bend modifier

    rinse and repeat.
  • gibson543
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    gibson543 polycounter lvl 13
    you have become the master of this thread daniel
  • BreaK-
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    Danielnm.

    Thanks so much! Im at work at the minute. But ill have a go at that when im back home. Can't thank you enough! Id like to return the favour, but you look like you've got most things covered. Amazing work. :).
  • Danielmn
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    Danielmn polycounter lvl 13
    thanks gibson and break-
    dont get to do alot of modeling lately at least not detailed, so I like this challenges, when i have few. Very fulfilling for me. Its like my poly workout for the day.
  • BreaK-
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    Danielmn.

    Had a go at your method this morning. :)

    sdsds.jpg

    Thanks man, think I've got this as close to the real thing as I can.
  • Danielmn
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    Danielmn polycounter lvl 13
    Break-
    great job keep it up.
  • Valandar
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    Valandar polycounter lvl 18
    BreaK- wrote: »
    Danielmn.

    Had a go at your method this morning. :)

    http://i1188.photobucket.com/albums/z408/Break--/sdsds.jpg

    Thanks man, think I've got this as close to the real thing as I can.

    Umm, you know those holes ARE holes completely through the handgrips, right?
  • mystichobo
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    mystichobo polycounter lvl 12
    Valandar wrote: »
    Umm, you know those holes ARE holes completely through the handgrips, right?

    Will bake better the way he's done it though.
  • BreaK-
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    Yeah I knew they were actual holes. Like Mystichobo said, they'll bake much better like that and I wont have to use 1000's of tris on the low poly to create the holes. Wouldn't really see them anyway in first person.
  • Fuse
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    Fuse polycounter lvl 18
    How would you guys model this shape? I highlighted it in red. Would you start with a very basic base mesh in zbrush and sculpt the detail in manually or can it be done easier in Max?

    untitlefgfd.jpg

    In max you could

    1. model shape
    2. use array to make an even pattern
    3. use FFD to taper towards one end
    4. aling along spline into a curved shape of your dome.
  • Tavor
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    Tavor polycounter lvl 8
    I've hit a snag on a recent project, and I wanted to know how others would approach it. I've tried putting in more support edges, but those seem to just make the area too sharp. That's issue 1. The shading is also messed up in the second area at different angles.

    troublearea.jpg
  • Danielmn
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    Danielmn polycounter lvl 13
    Hey Tavor ,
    I think this should fix your problem, the rest of the geo around this area might dictate if this will work but hopefully this will help.


    ibyuRtC1LQpHSG.jpg


    also I saw you might want to put another support edge here.

    ibipSVl2UsvJub.jpg


    hope this works out for you
  • Tavor
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    Tavor polycounter lvl 8
    Unfortunately, even with tweaking, this is what I come up with.

    badarea.jpg
  • EarthQuake
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    I'm not sure I see what is so unfortunate with this shape here, what does the entire asset look like? Seems like a case of obsessive zooming-in. =P
  • Tavor
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    Tavor polycounter lvl 8
    EQ, thanks for the quick reply. Its part of an AR 15 model.

    Here is a zoomed out version:

    context.jpg

    I don't know. To me it just doesn't look that great, but maybe I am being too anal about it. I'm talking about the area, of course, 'cause the gun is actually WIP.
  • jeremiah_bigley
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    jeremiah_bigley polycounter lvl 12
    hey guys! For starters I want to say I have read through this entire thread. And I understand the concept behind adding more geometry... though I wanted to ask, at what point should you consider another method?

    I have this shape below and I am still getting pinching to a certain degree... It is 30 sides around, it is meant for highpoly only, and I want to ask when should you consider another method? Because it is becoming pretty dense in geometry and it is harder to deal with all that geometry when you get to harder shapes like this : LINK to a friends thread...

    I was trying to help him out but how would you go about adding more geometry? Or how would you go about smoothing out some of those shapes?

    Polycount_Pinching.jpg
  • Danielmn
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    Danielmn polycounter lvl 13
    My opion
    is try to use Bend and FFD mods when I can.

    Then used extra geo like 64 sided cylinders to get what you have.

    I also have a lot of luck with a very lo base mesh sub d to 1 iteration and then modeling in more geo on top or sculpting what ever the need may be.

    It is like a gear that let say has 8 points coming out then I would probably go straight to the adding lots of Geo since its so repetitive but I would use symmetry 4 or 8 times to keep the poly count down for when I am modeling other pieces.

    Also depends if it will be a hi poly to be baked on a lo poly
    then floaters and FFD are more suitable

    but if the cam is really close to the object and you have to the mesh transition to a curve or a tight bend then maybe that needs to be all connected.

    In short this is a struggle usually sometimes is the reason I have to model things like this 2 or 3 times because I struggle with this alot too.

    Again this is only a opion and not to be taken as complete truth. I would love for to see what others think.
  • jeremiah_bigley
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    jeremiah_bigley polycounter lvl 12
    Well I think all that you have said are very viable points! Though I am not sure you directly answered my question. When modeling something in like the doors of a helicopter, that need to be functional...

    Do you start with tons of geometry and spend all day moving vertices? Or are there other methods for cutting holes into surfaces that get you the same result with less geometry?
  • TDub
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    TDub polycounter lvl 13
    hey jeremiah, one way i have gone about this is to get a really clean lower poly version without cutting in the doors. Then sub d what you have and cut them out of the higher poly subd version. thus getting rid of these problems, but it is risky if you need major changes done later with all the new geo.

    i'd also like to hear how others do it.
  • moondog760
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    Hey guys, so I'm modelling a fire hydrant, and today I took my first shot at making a cylinder intersect another cylinder. Need some feedback cause I feel like I could improve on the technique, but i'm not sure how. I've also included the photo reference

    edit: updated with an improved version. let me know what you guys think!

    FireHydrant1-2.jpg

    turboSmooth-1.jpg

    674054.jpg
  • moondog760
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    Ok, so I just updated the above post with an improved version. Still would like to know what you guys think of it though
  • madmuffin
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    madmuffin polycounter lvl 7
    I'm struggling to high poly model this concept car shape I wanted to do for practice. How would you go about making something so huge yet smooth?

    a360-futuristic-car-concept-moves-on-spheres-looks-weird-futurism-future-vehicle-02.jpg

    a360-futuristic-car-concept-moves-on-spheres-looks-weird-futurism-future-vehicle-01.jpg

    I keep trying to make it one big solid piece but my edge loops just keep fucking up completely and going all these different ways and it just generally becomes completely unusable very fast.

    I haven't got anything to show because I'm scrapping everything I have so far and starting from scratch.
  • Mik2121
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    Mik2121 polycounter lvl 9
    Why do you need to make it all out of one smooth shape? If that vehicle were to be build in real life, it would most likely be built out of a lot of smaller pieces assembled together. Something like this:

    1PUSm.png
  • madmuffin
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    madmuffin polycounter lvl 7
    I see what you mean, though in your paint over some areas got split up that arent split in the image, like the green line running down the middle of that front grill area.

    I was struggling to visualize the final shape of it in polygons so I made it out of splines, but now I don't know what to do with them to make it into a mesh. Terrain, Surface, CrossSection, messing with graphite modeling tool (I never use them because I don't understand them) didn't yield any results. Is there any way to make this into a mesh to refine that isn't manually building it over this spline cage?

    d3zpB.png
  • Mik2121
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    Mik2121 polycounter lvl 9
    Yeah, sorry. Forgot to explain the green line. That one was basically to say that you can just make one half and then use symmetry.

    As for the spline.. I never work with splines to make 3D shapes except for very rare cases like when making wires or the very very uncommon lattice to make vases and the like. But probably someone else here knows! :)
  • madmuffin
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    madmuffin polycounter lvl 7
    9K1Ml.png

    Ah that explains it. No biggie though, I googled around and learned how to use Cross Section and Surface to make a nice base shape to work from, at this point I think I can model dem shapes now.
  • Makkon
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    Makkon polycounter
    Anyone know where I can find those SATHE tutorials without getting linked to porn sites? It's the one linked on page 6 that's now unavailable. Let me know, thanks!
  • SpeCter
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    SpeCter polycounter lvl 14
    I don´t know where to find them, but i could upload them to my dropbox if you want i have them on my pc ;)

    Here you go:
    http://dl.dropbox.com/u/1114083/Inorganic%201-3/DA_InorganicFundamentals1.flv
    http://dl.dropbox.com/u/1114083/Inorganic%201-3/DA_InorganicFundamentals2.flv


    3rd link is still uploading will be ready in about 40 minutes:
    http://dl.dropbox.com/u/1114083/Inorganic%201-3/DA_InorganicFundamentals3.flv
13536384041187
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