I am modeling an f16 and I am grounded at this point. I wanna model the gun port but cant find a way to model it . Please help. I have tried it in many way but nothing seems to be anywhere near the original real one .
Hey guys,
i have a problem,
i can't figure out how to model this "knob" thingy at the sword.
If you look from below you can see its a cylinder with 6 sides but it is round where it connects with the handle.
Also those arc's on each side are very hard to figure out for me.
Not the best thing on earth, but it should get the job done.
You could also try to use a cylinder with many sides,cylinder with 6 sides, use pro boolean and do a cleanup.
I have been using 3ds Max for some time now, and I am getting a little annoyed at the small things that trip up my workflow.
I used blender 2.6 for a while and loved the spacebar command search and all of its shortcuts. I had a tough time setting up anything similar in max that would work in all sub-object modes. For now, I don't think I am going to be using blender for sub-d since I really like having all the modifiers in max and n-gon support as well as some other issues. Maya looks interesting since it has really good preview modes as well I hear as good NURBS support, which may be interesting for car modeling. I've also been looking more and more at Modo because of things like Pixar sub-d with proper creasing and things like the linear falloff tool, but people say these programs are missing a lot of basic tools that Max ships with.
I use 3ds max and i really recommand getting a plugin for max where you add a line along a ring of lines, like that tool that is standard in maya really helps speed upp highpoly modeling imo.
^^ Is it bad if some1 dont really use Graphite tools?
Cause over the years your have made up ur own shortcuts and comfy using them rather than to reduce ur screen space and click on top panel to get new tools to work for you. Yes they have some cool tools there but but but its annoying to work in small screen 20".
As for Sub D, I use Turbosmooth or Sub D (nurbs) check box in Edit poly
Why to get smooth results fasters and only focus on creases and tricky areas on Car models.
Swiftloop does exactly that and is built into Max since 2010 or so.
edit: I'm a liar, Swiftloop does better than that - there is no need to select an edge to build the new loop off of, it autodetects which edge you're near and can change that in real-time.
Ok for F16 guy. I did this in under 15 mins or so, its very random and quick just to give u an idea how u can achieve much detail. The thing to keep in mind is u need to have more edge loops around the curve that is making outward extrusion.
^^ Is it bad if some1 dont really use Graphite tools?
Cause over the years your have made up ur own shortcuts and comfy using them rather than to reduce ur screen space and click on top panel to get new tools to work for you. Yes they have some cool tools there but but but its annoying to work in small screen 20".
As for Sub D, I use Turbosmooth or Sub D (nurbs) check box in Edit poly
Why to get smooth results fasters and only focus on creases and tricky areas on Car models.
welp, suit yourself i have it bound to a shortcut and the graphite bar minized and tucked away on the left hand side.. so the space i'm losing is minimal
Hey Guys does anyone think they can help me with the cylinder on the Mateba? It is really rattling my brain for some reason, I can get the cylinder flatness, thanks to earthquakes post in a earlier part of this thread, But I am having trouble with the round part at the front of the cylinder.
@hawk12ht : Thanks a lot . But I still cant figure out how to do that . Any better way that you can suggest. The opening also tapers in front which is a trouble zone for me . Load .obj file if you can. I am on 3ds max 2010 .
For future reference, if you figure something out it would be better to post the solution here rather than delete your post. That way someone in the future might learn from what you figured out.
Hey guys, I'm trying to model an Audi TT and am having trouble with the hood.
I know it's a straightforward-ish shape but I can't seem to get it right. I keep adding geo and it keeps getting more and more confusing and is starting to add bumps to the shape and... *pulls hair out* Please help
Hey everyone, I was really wondering how people go about modeling in details like in this concept
Basically wondering how they go about doing the middle details around that cylinder part, and the box parts on top. Not really looking for a tutorial, just whenever I model something I need detail like this, or it's a bland model. When I try and do fancy stuff like this it's a train wreck. Any tips?
Hi guys, I'm having problems adding small detail bevels on a hard surface vehicle. I'm doing ok with blocking it out and getting it to look smooth and hard edged in the right places.
I'm having a very hard time finding out how to do these bevels that go across the model which get out of my "original wire-flow" to create a new shape. If that makes sense.
If I'm able to understand this one part, I think I can nail the rest of it.
I've been trying for hours upon hours now re-modeling this piece, trying new things to get it to work and nothing is doing it.
Here's what I got.
I'm trying to get these bevels in: the vehicle has them all over the main body too.
Here's the concept and what I have so far
I really really want to be able to do these bevels across the entire model like in the concept!
Pentagons often look good in corners, the pole wont be pulling the corner as much, you can actually sub-divide something to see how the smoothing changes if you really care.
Im working on a payphone and getting stuck with the telephone wire. It's basically the coil part. I'm not sure if it's worth it as the wire is so small and thin it probably wont show up in the normal map anyway. But, it's good to know how to do these things.
Heres how I've attempted it. Using a cylinder for a placeholder and creating a helix shape then attempting to use path deform to wrap the coil round the cylinder. I know if I spend some more time on this I will get it to work, but is there a better/faster way.
Also, once I have the cable modeled straight, would path deform be the best way to connect it all up to the phone and interface.
I used the spring object which worked better than helix as it seem to generate safer geometry than using a helix spline.
However, notice how it deforms a little wierd at the top. Kinda' pushes some of the geo together too much. Any ideas? With my experience with path deform I always get this problem.
There is a picture of that back in the thread, I believe that it is this one:
I would delete everything of the cylinder other than the top plane, rotate it 30 and align them next to each other as the picture shows, weld the corresponding points and set them in afterwards and add a shell mod to it.
the guitar body itself is not that hard, but doing the pockets yet preserving a someonewhat smoothable mesh? Otherwise i would just go with my rather messy mesh and put a displacement texture on it.
Replies
Thank you so much.
I can't believe it's that simple.
I am modeling an f16 and I am grounded at this point. I wanna model the gun port but cant find a way to model it . Please help. I have tried it in many way but nothing seems to be anywhere near the original real one .
i have a problem,
i can't figure out how to model this "knob" thingy at the sword.
If you look from below you can see its a cylinder with 6 sides but it is round where it connects with the handle.
Also those arc's on each side are very hard to figure out for me.
http://dl.dropbox.com/u/1114083/knob.obj
Not the best thing on earth, but it should get the job done.
You could also try to use a cylinder with many sides,cylinder with 6 sides, use pro boolean and do a cleanup.
but im searching for a method with only quads.
Or blender broke your .obj
Write me a pn if you want the quad version
I used blender 2.6 for a while and loved the spacebar command search and all of its shortcuts. I had a tough time setting up anything similar in max that would work in all sub-object modes. For now, I don't think I am going to be using blender for sub-d since I really like having all the modifiers in max and n-gon support as well as some other issues. Maya looks interesting since it has really good preview modes as well I hear as good NURBS support, which may be interesting for car modeling. I've also been looking more and more at Modo because of things like Pixar sub-d with proper creasing and things like the linear falloff tool, but people say these programs are missing a lot of basic tools that Max ships with.
So, what are you guys using for Sub-D, and why?
Other choices would be modo because it´s awesome for just modelling or softimage because i just like it.
Erm... connect?
Cause over the years your have made up ur own shortcuts and comfy using them rather than to reduce ur screen space and click on top panel to get new tools to work for you. Yes they have some cool tools there but but but its annoying to work in small screen 20".
As for Sub D, I use Turbosmooth or Sub D (nurbs) check box in Edit poly
Why to get smooth results fasters and only focus on creases and tricky areas on Car models.
Swiftloop does exactly that and is built into Max since 2010 or so.
edit: I'm a liar, Swiftloop does better than that - there is no need to select an edge to build the new loop off of, it autodetects which edge you're near and can change that in real-time.
welp, suit yourself i have it bound to a shortcut and the graphite bar minized and tucked away on the left hand side.. so the space i'm losing is minimal
I read a bit and I now understand why i cant select certain edge loops...its because they never WERE edge Loops
I know it's a straightforward-ish shape but I can't seem to get it right. I keep adding geo and it keeps getting more and more confusing and is starting to add bumps to the shape and... *pulls hair out* Please help
Basically wondering how they go about doing the middle details around that cylinder part, and the box parts on top. Not really looking for a tutorial, just whenever I model something I need detail like this, or it's a bland model. When I try and do fancy stuff like this it's a train wreck. Any tips?
think you will find it is much simpler than it really is.
I'm having a very hard time finding out how to do these bevels that go across the model which get out of my "original wire-flow" to create a new shape. If that makes sense.
If I'm able to understand this one part, I think I can nail the rest of it.
I've been trying for hours upon hours now re-modeling this piece, trying new things to get it to work and nothing is doing it.
Here's what I got.
I'm trying to get these bevels in:
the vehicle has them all over the main body too.
Here's the concept and what I have so far
I really really want to be able to do these bevels across the entire model like in the concept!
please help!
Here's my thread If you would rather post in there:
http://www.polycount.com/forum/showthread.php?p=1516479#post1516479
there i kludged it
started with a 64 sided sphere and cut in the geo
using 5 sided ngons at the corners gave the best smoothing
iam working with an experimental bmesh build which supports ngons (and has an awesome cut tool)
you can download it here : http://graphicall.org/488
still under development, so it still has some bugs. but overall they're doing an awesome job
I don't get why explicitly quading it up with a pole gives worse that results than to leave it implicit in a pentagon.
Hope that makes sense...
Heres how I've attempted it. Using a cylinder for a placeholder and creating a helix shape then attempting to use path deform to wrap the coil round the cylinder. I know if I spend some more time on this I will get it to work, but is there a better/faster way.
Also, once I have the cable modeled straight, would path deform be the best way to connect it all up to the phone and interface.
Any thoughts?
Could someone help me with this fence inside lamp?
I used the spring object which worked better than helix as it seem to generate safer geometry than using a helix spline.
However, notice how it deforms a little wierd at the top. Kinda' pushes some of the geo together too much. Any ideas? With my experience with path deform I always get this problem.
the guitar body itself is not that hard, but doing the pockets yet preserving a someonewhat smoothable mesh? Otherwise i would just go with my rather messy mesh and put a displacement texture on it.
SubD is best for shapes, not texture.