Ah lol, serves me right for just guessing what was meant by the term.
This is going to sound pretty noob, but how is the plane your place the floater on modeled so that it doesnt cut though the indented path of the floater?
Also, say you wanted to do something like this on a curved surface, would you first cut the basic shape into the surface, then convert those new edges into a spline and follow ur tute?
It's called _floating_ geo, which means it is floating over the actual surface and isn't touching it. If I would have turned on shadows, you could see the spline detail dropping a shadow on the plane.
There are several different techniques to apply this to a curved surface. If you know that your curved surface will be cylindrical in the end, you could model it out all flat and then use the bend modifier to bend it into a cylinder.
Other methods make use of max's "space warps" or other tools, like "ShrinkWrap" from mLichy's TurboTools: "example" and Download
Neither of them give you perfect results and it might be a bit fiddly to use,
so you won't get around tweaking the details by yourself.
It also is a complicated topic, so don't lose interest if you fail the first time
Yeha I thought it might have meant floating "within" rather than above. At least that effictively answers all my questions about what it is/how it works.
Thanks for the links too, I'll have to have a play with them tomorrow
That did the trick thank you. That shape gave me trouble on the Leica as well and I just pushed verts til it blended w/o notice. But it's nice to know the right way to do it and plan for it in the future. :cheers:
Yeah that is very close. I like how you did the cutouts. I have to do something similar in the drive sprocket area so that is a nice heads up right there.
If you don't mind me asking, how many render triangles does that end up with? I'm new to high poly modeling and everything I do just seems so astronomical. I used to model props for my custom UT2004 levels as a hobby and I start getting nervous anytime I go over five hundred.
Its highpoly - unless its so dense that its straining your computer, there is no reason to worry about it. Even then, just hide the object or turn off sub-d while you're working.
im trying to craft the tip of a f35, pic shows 2 topology types i've tested so far, neither of them give a perfect smooth tip. The bottom one is a lot better then the top one, but the tip still isnt smooth (hard to see but its very apparent when you put specular on)
I also tried a third topology type with a criss cross pattern, but i deleted that mesh already since it didnt work out at all..
basically it was like this:
\/\/\/\/
\/\/\/
\/\/
\/
That didnt really work though because of the round conical shape.
Yes , i would khnow how to model them too .. i didn't try to model them because i plan
to do them on photoshop . so i would khnow how to model them on the hipoly
I just noticed the double question mark on my previous post. That makes it seem like an exclam which it wasn't. Don't know how two got on there. My apologies.
I think I'm on the right track. But it's not perfect yet.
There's still some slight pinching though I think that could be solved with some more experimentation, but I think the basic idea comes down to the scaling trick I did on an extrusion, and then merging the "floating" verts from the boolean.
Does it merge different meshes/islands like the Mental Ray equivalent does? If so then I've done a radio, weight bench, and a few other random objects like that.
Hey modelling a M10 and was wondering how would you guys go about modelling this bugger?
I have been tearing my hair out with trial and error with no progress.
Hell, came up with a kind of solution right after I posted.
Question though, how would I go about getting the bumps modelled in there? Without ruining the cylinders shape.
I would model the basic shape with a flat top and then use a lattice deformer to pull down the waves.
@Sadwing, I would use two pieces of pipe at the angle I liked, hit them with cut faces down the center, delete one of them, fix up the edges/verts on the remaining piece, duplicate it mirrored, slide it over a bit, and then bridge the gap.
I'm not at my desk with Maya atm sorry no screenshot.
I would model the basic shape with a flat top and then use a lattice deformer to pull down the waves.
Oh boy. I have never used the lattice modifier. I threw one on a cylinder and everything went south. I don't mean to be a bother, but could you go a bit more indepth on what you mean? :poly136:
Also, I forgot to mention I am working in MAX making a high poly model.
I can't help you with Max, sorry. Maya has a deformer for animation called a lattice deformer. What it does is it creates a lattice (oddly enough) that encompasses whatever selection you have made. Then you can set the number of lattice points in XYZ space, and set the strength and distance of the influence over the neighboring topology that is transferred when you pull around the lattice points.
How about using a cylinder on its side then? Make a cylinder with a diameter that matches the dip and manually tweak the shape.
Haha, alright thanks guys. I am going in to take another stab at this. I messed a bit with a FFD and it only seemed to move the geo around. I'm not very familiar with the modifiers in Max, I don't use them very much.
I have had the most sucess with.. adding more geo! As stated above, so I am going to load some geo and try an extrude on the face instead. Thanks everyone
If you really want to try the modifier route in MAX, model the whole thing flat as if you unrolled it. Then use a bend modifier to 'roll' it back into a circle. This is how many tire treads are done, since its easier build them in two planes. Take a look at tutorials like this:
you may not want to use this technique, but never know when you might need it. BTW - its easiest to start with a simple plane with plenty of divisions, bend it 360 and match it up with the size of the object you need...then add detail.
If you really want to try the modifier route in MAX, model the whole thing flat as if you unrolled it. Then use a bend modifier to 'roll' it back into a circle. This is how many tire treads are done, since its easier build them in two planes. Take a look at tutorials like this:
you may not want to use this technique, but never know when you might need it. BTW - its easiest to start with a simple plane with plenty of divisions, bend it 360 and match it up with the size of the object you need...then add detail.
Thanks for the link! I will try this out, for I have done a tire tread the same way.
Here is "adding more Geo" It's pretty much what I need, minus the inner faces which didn't like the edge loops.
Still trial and error at this point. Trying out all the different methods you guys are suggesting.
See all those lines on the bottom of the aircraft? those are all hatches for stuff like weapons bays and landing gear and what-not. Does anyone have any ideas on what would be the best way to approach creating that?
Several ways, model all the panels, cut into them and separate them, the opposite, model therm separate from the beginning, keep it solid and cut into it in zbrush using hard surface brushes, use spline lofted floaters. take your pick.
I've made it too, few years ago. Just start with a pipe or cylinder, extrude every second poly, cut in that curve with the cut tool (no need for ffd). Clean it up, add some edgeloops and you're done
Several ways, model all the panels, cut into them and separate them, the opposite, model therm separate from the beginning, keep it solid and cut into it in zbrush using hard surface brushes, use spline lofted floaters. take your pick.
I would STRONGLY suggest not to model them separate from the start, it'd take a lot more effort to get the right flow over the whole plane. I'd do something like this,
TicoTaco: More geo is the answer. One of the easiest ways to get a shape like that in Max (aside from with the built-in tools) would probably be Marius's Smooth Edges script: http://www.mariussilaghi.com/smooth_edges.htm
I am trying to model the top socket in Maya, but I just can't seem to find a method of creating a octagon with the sufficient amount of geometry to connect seamlessly to the cylindrical shape without skewing the dimensions of the octagon. How may I go about doing this?
Replies
This is going to sound pretty noob, but how is the plane your place the floater on modeled so that it doesnt cut though the indented path of the floater?
Also, say you wanted to do something like this on a curved surface, would you first cut the basic shape into the surface, then convert those new edges into a spline and follow ur tute?
There are several different techniques to apply this to a curved surface. If you know that your curved surface will be cylindrical in the end, you could model it out all flat and then use the bend modifier to bend it into a cylinder.
Other methods make use of max's "space warps" or other tools, like "ShrinkWrap" from mLichy's TurboTools: "example" and Download
Neither of them give you perfect results and it might be a bit fiddly to use,
so you won't get around tweaking the details by yourself.
It also is a complicated topic, so don't lose interest if you fail the first time
Thanks for the links too, I'll have to have a play with them tomorrow
I have another one. The road wheels for the M60A3 have little proto spokes in them. I'm trying to get them to blend smoothly into the rim.
That did the trick thank you. That shape gave me trouble on the Leica as well and I just pushed verts til it blended w/o notice. But it's nice to know the right way to do it and plan for it in the future. :cheers:
If you don't mind me asking, how many render triangles does that end up with? I'm new to high poly modeling and everything I do just seems so astronomical. I used to model props for my custom UT2004 levels as a hobby and I start getting nervous anytime I go over five hundred.
im trying to craft the tip of a f35, pic shows 2 topology types i've tested so far, neither of them give a perfect smooth tip. The bottom one is a lot better then the top one, but the tip still isnt smooth (hard to see but its very apparent when you put specular on)
I also tried a third topology type with a criss cross pattern, but i deleted that mesh already since it didnt work out at all..
basically it was like this:
That didnt really work though because of the round conical shape.
anyways, anybody got any ideas?
Add 2 edge loops like this.Report back :P
to do them on photoshop . so i would khnow how to model them on the hipoly
If I would of planned smarter I would of added 2 more loops to the insets.
There's still some slight pinching though I think that could be solved with some more experimentation, but I think the basic idea comes down to the scaling trick I did on an extrusion, and then merging the "floating" verts from the boolean.
Does Modo bake with averaged-normals/cage?
Tried with a bit more complex object and results weren't good ;/ I'm sure more experienced modo user could make it better though ;p
http://imageshack.us/photo/my-images/138/63906018.jpg/
I have been tearing my hair out with trial and error with no progress.
Hell, came up with a kind of solution right after I posted.
Question though, how would I go about getting the bumps modelled in there? Without ruining the cylinders shape.
@Sadwing, I would use two pieces of pipe at the angle I liked, hit them with cut faces down the center, delete one of them, fix up the edges/verts on the remaining piece, duplicate it mirrored, slide it over a bit, and then bridge the gap.
I'm not at my desk with Maya atm sorry no screenshot.
Oh boy. I have never used the lattice modifier. I threw one on a cylinder and everything went south. I don't mean to be a bother, but could you go a bit more indepth on what you mean? :poly136:
Also, I forgot to mention I am working in MAX making a high poly model.
How about using a cylinder on its side then? Make a cylinder with a diameter that matches the dip and manually tweak the shape.
I have had the most sucess with.. adding more geo! As stated above, so I am going to load some geo and try an extrude on the face instead. Thanks everyone
(just images 10-12)
http://www.dmmultimedia.com/3dtips_09b.htm -
you may not want to use this technique, but never know when you might need it. BTW - its easiest to start with a simple plane with plenty of divisions, bend it 360 and match it up with the size of the object you need...then add detail.
Thanks for the link! I will try this out, for I have done a tire tread the same way.
Here is "adding more Geo" It's pretty much what I need, minus the inner faces which didn't like the edge loops.
Still trial and error at this point. Trying out all the different methods you guys are suggesting.
Thanks again.
See all those lines on the bottom of the aircraft? those are all hatches for stuff like weapons bays and landing gear and what-not. Does anyone have any ideas on what would be the best way to approach creating that?
I've made it too, few years ago. Just start with a pipe or cylinder, extrude every second poly, cut in that curve with the cut tool (no need for ffd). Clean it up, add some edgeloops and you're done
I would STRONGLY suggest not to model them separate from the start, it'd take a lot more effort to get the right flow over the whole plane. I'd do something like this,
http://pac.gmod.de/Bilder/Models/Tutorials/spline_details_tut.jpg
The problem is that the hatches will need to be openable, so i cant just make them be an indent in the surface.
Really nice tut though, im sure ill find a way to utilize it.
I am trying to model the top socket in Maya, but I just can't seem to find a method of creating a octagon with the sufficient amount of geometry to connect seamlessly to the cylindrical shape without skewing the dimensions of the octagon. How may I go about doing this?
update:
Is the form good? All I need is to bend the plug handle.