You don't need those edge loops to run all the way down the side either.
From there I just selected the edge faces, beveled inwards, shifted inwards. Then if you want you can also bevel the other edges to make them smoother.
Hey, marty i made very rough example just to show you. this is a cylinder with 64 sides. On top of that cylinder use cut tool with vertex snap after that some hand tweaking...:) http://i49.tinypic.com/28hq0t3.jpg
and one more... nothing special simply move vertexes how you like it then extrude add support edges and thats it. http://i46.tinypic.com/10zqz61.jpg
Hi all! Could someone please give me some hints how to tackle the shape of this armored vehicle?
There are basicly 3 problems that i'm struggling with:
1. actualy triangular armor plates. How to incorporate them in all quads subdiv mesh with nice and clean topology?
2. the sides bend smoothly towards the front of the vehicle. How to avoid that support loops for the top shapes disrupt the smooth bend shape?
3. the vehicle is actualy asymetric. there are more and different shaped details on the opposite site which gives me a bit of a headache because it makes the mesh even more complex
What i've already tried is to cut it into different pieces to keep the topo less complex but then the problem with the triangular plates and smooth bend sides remains and tweaking to make everything fit becomes tedious.
To give you an idea of what's on the opposite side:
You don't need those edge loops to run all the way down the side either.
-snippers-
From there I just selected the edge faces, beveled inwards, shifted inwards. Then if you want you can also bevel the other edges to make them smoother.
Thank you very much! I was getting stuck on figuring out a way for the edge loops to not run all the way down the sides.
So I'm following Millenia's excellent shotgun tutorial, but with two small differences: I'm using modo not max and I'm making a TOZ-120 instead of the m37.
I've done 90% of the high poly but I'm stuck on this one piece, the front wooden grip:
I'm confused as to how I can get the inset area and have it cleanly taper down at the front. It seems like it'd be easier to sculpt and retopo a shape like this but I need to learn subD properly and not be lazy.
My dismal attempt:
So any advice on how you'd go about making a shape like that? I've tried from a plane/box and from the pen tool. If you need more references pictures, there an album here and a forum thread here. I'd hate to have to compromise on this shape but it's the only thing I'm stuck on, so I don't want to a disproportionate amount of time on it.
A vid would be champion but only do it if you have the time :P Trying what you suggested now (And it's easier if I ignore the indented parts for now as well), but what do you mean by bevel the back and front? Just bevel it out and down slightly each time so it subD's to a smooth end?
Kinda like this? :
Looking at the different reference pictures, it seems like one has an actual curve on the bottom of the grip, whereas the other remains fairly square. Strange. Even the one on the manufacturers page seems slightly different: http://www.tulatoz.ru/en/production/detail.php?ID=100&SECTION_ID=7
I made something similar to that sharp edged crevices.At first make the profile of the crevice at the bottom and solid drill it from the main shape.You'll need a lot of geometry.And then clean up the geometry around the drilled edge.I'd use lots of geometry when doubt.Using a box with a lot of edge slices could be a better starting point.Move the vertices by hand to get curvy shapes in the middle.
Yeah, ignore the indents for now. By bevel, I mean the tapering/ slop on the back part. Do all of this first then cut in the indents and the half circle located on the back bottom. Sorry I didn't end up having time to make a video:(
Hi, I want to ask about problem - uneven smooth in curve part of object:
Is this flower-shape thing start incorrectly from beginning cage? Or I use wrong edge flows where the holes appears in the curve surface?... Thanks for reading.
I'm not entirely sure if this is the correct thread for this question. How should I go about modeling and rigging a scarf? I am trying to model it so that it can move around without too much deformation. And the entire length of the scarf will be used for animation, so I need to know how to set up set driven keys to have it switch between being full length and wrapped up.
Hhm? 2 images disappeared? Without knowing which is missing I gonna upload all images above in another photohosting with red mark on them. Maybe my local hosting only do well for viewers from my country.
The one on the left isn't actually circular, its modeled sqaure-ish so you're not going to get circular smoothing on it for obvious reasons. Its seems like you know exactly how to model what you want(right example) so just do that.
Not really, I just figure about that example after I (submit question and) re-model it 4th time with the feeling that what I try not a proper sub-d, looks like it's a lot of poly from begining, quite a brute force cheating method.. but you state that, so I admit it's another way I can get used to, thanks EarthQuake.
You could probably add a support edge at the top. Should reduce the pinching. Maybe something like this? It's hard when you don't have the whole model, so someone else is gonna have to help you with the parts in circles.
Hey Brygelsmack, thanks a lot for your help. Yeah I already tried out what you painted over, the problem is, that the support loop on the top creates an unwantedly hard edge as well as the two continuous loops on the side..
Try this
(red are the loops you have to make, green is the ones that are gone (ye I know colors don't make sense).
where I drew a circle, make sure to keep the edge widths even, now every edge in that square has another width.
If that doesn't work you will just have to try and space out the loop and/or push it back in a bit untill you have your curve again.
That's basicly the best you are gonna be able to do when you haven't planned ahead ahead for it.
No offence, in my opinion i think this is waste of time.
I won't even bother modeling these. If i want to save time and make a normal map out of these i just use PS and nDo2...
Is this a lot of floating Geo? I may need to make one of these and am trying to make sense of this guy's model. Those large discs on the side look like they're embedded but no edges going to them so must be floating no? same with little screws and such.
Is this a lot of floating Geo? I may need to make one of these and am trying to make sense of this guy's model. Those large discs on the side look like they're embedded but no edges going to them so must be floating no? same with little screws and such.
damn it looks so convincing rendered... does that always work that well??
there's also something fishy about that wireframe I don't get.... like look at the rim of the scope, there's spots where it's really curved with no edges... is that just floating verts that never got edges?? I guess if he isn't smoothing he can get away with it? clearly this isn't a game model i realize.
damn it looks so convincing rendered... does that always work that well??
there's also something fishy about that wireframe I don't get.... like look at the rim of the scope, there's spots where it's really curved with no edges... is that just floating verts that never got edges?? I guess if he isn't smoothing he can get away with it? clearly this isn't a game model i realize.
Looks like some sort of nurbs/boolean stuff going on, not floating geo.
Do people ever bake normals off of NURBS models? I figure that making the model in NURBs would take far longer than a typical sub-d hardsurface workflow, but if you got the NURBs already, and the RTT system supports them (not sure if it does), then why not? Otherwise, from what I have seen, triangulating the nurbs before baking would probably look pretty bad since I haven't seen a NURBs->Poly model convert without problems.
If your goal is video game, then it will have to be a polygon anyway, so you'll have to convert it. If you're transferring a nurbs' details to a polygon that could work but you'd have to still create a polygonal low poly. Correct me if I'm wrong on any of this?
Looks like a model thats just meant for rendering or something as the topology is all over the place. Some pieces have control edges and smoothed edged while that main piece with the two booleans is just left sharp.
Definitely not useful for baking.
It depends what package you are using. I know 3DS max has a twist modifier, but I don't know anything beyond that. In Maya you can use a twist deformer under the animation tab, or extrude along a twisted curve. Depending on what you need your final result to look like you could also use the helix primitive.
Thought it may help some people. I made a pistol cylinder. Nothing fancy but I think it's a good example of "don't hesitate to add more geo if you need it" :
Thought it may help some people. I made a pistol cylinder. Nothing fancy but I think it's a good example of "don't hesitate to add more geo if you need it" :
Replies
You don't need those edge loops to run all the way down the side either.
From there I just selected the edge faces, beveled inwards, shifted inwards. Then if you want you can also bevel the other edges to make them smoother.
That is perfect, thank-you
There are basicly 3 problems that i'm struggling with:
1. actualy triangular armor plates. How to incorporate them in all quads subdiv mesh with nice and clean topology?
2. the sides bend smoothly towards the front of the vehicle. How to avoid that support loops for the top shapes disrupt the smooth bend shape?
3. the vehicle is actualy asymetric. there are more and different shaped details on the opposite site which gives me a bit of a headache because it makes the mesh even more complex
What i've already tried is to cut it into different pieces to keep the topo less complex but then the problem with the triangular plates and smooth bend sides remains and tweaking to make everything fit becomes tedious.
To give you an idea of what's on the opposite side:
http://imageshack.us/a/img641/8381/hmmyg.jpg
I tried comforming a plane on the rounded shape and than extruding polygons but it gave me errors when subdividing. Help help
1 question though: could you explain how you "slice" the geometry ? I never used such a function before (in 3ds Max).
Thank you very much! I was getting stuck on figuring out a way for the edge loops to not run all the way down the sides.
damnit, I am still stuck and it is frustrating me to the max. I figured out how the slice modifier works but I still can't get the shape I want.
this is the closest I get from working of a cylinder
http://www.2shared.com/file/z5LzYcbS/jetengine_blockout_01.html
ty
I only made the ending, you need to make all the shape .
Btw you should add more divisions to the cilinder from which you made it.
I've done 90% of the high poly but I'm stuck on this one piece, the front wooden grip:
I'm confused as to how I can get the inset area and have it cleanly taper down at the front. It seems like it'd be easier to sculpt and retopo a shape like this but I need to learn subD properly and not be lazy.
My dismal attempt:
So any advice on how you'd go about making a shape like that? I've tried from a plane/box and from the pen tool. If you need more references pictures, there an album here and a forum thread here. I'd hate to have to compromise on this shape but it's the only thing I'm stuck on, so I don't want to a disproportionate amount of time on it.
Start with a cube and get the main shape
add the curve on the bottom
bevel the back and front
last add the cuts on the bottom
I've been on the computer all day... if this doesn't make much sense, I'll speed modeled it later and upload a vid.
Kinda like this? :
Looking at the different reference pictures, it seems like one has an actual curve on the bottom of the grip, whereas the other remains fairly square. Strange. Even the one on the manufacturers page seems slightly different: http://www.tulatoz.ru/en/production/detail.php?ID=100&SECTION_ID=7
vs http://i395.photobucket.com/albums/pp33/MBBlaster_2009/Toz-120-12-1E/Toz-120-12-1E010.jpg
Yeah, ignore the indents for now. By bevel, I mean the tapering/ slop on the back part. Do all of this first then cut in the indents and the half circle located on the back bottom. Sorry I didn't end up having time to make a video:(
Sorry, I am pretty newb, I don't know how to pull this off
Is this flower-shape thing start incorrectly from beginning cage? Or I use wrong edge flows where the holes appears in the curve surface?... Thanks for reading.
Here,
The one on the left isn't actually circular, its modeled sqaure-ish so you're not going to get circular smoothing on it for obvious reasons. Its seems like you know exactly how to model what you want(right example) so just do that.
still struggling with this part:
This is what I got now, it's ugly but I am still learning:
This gives me really baad smoothing and pinching:
(red are the loops you have to make, green is the ones that are gone (ye I know colors don't make sense).
where I drew a circle, make sure to keep the edge widths even, now every edge in that square has another width.
If that doesn't work you will just have to try and space out the loop and/or push it back in a bit untill you have your curve again.
That's basicly the best you are gonna be able to do when you haven't planned ahead ahead for it.
This worked out really well, thanks for the tip.
No offence, in my opinion i think this is waste of time.
I won't even bother modeling these. If i want to save time and make a normal map out of these i just use PS and nDo2...
Is this a lot of floating Geo? I may need to make one of these and am trying to make sense of this guy's model. Those large discs on the side look like they're embedded but no edges going to them so must be floating no? same with little screws and such.
Yea, they are floating geo.
damn it looks so convincing rendered... does that always work that well??
there's also something fishy about that wireframe I don't get.... like look at the rim of the scope, there's spots where it's really curved with no edges... is that just floating verts that never got edges?? I guess if he isn't smoothing he can get away with it? clearly this isn't a game model i realize.
Looks like some sort of nurbs/boolean stuff going on, not floating geo.
Definitely not useful for baking.
I forgot about Create deformer and Twist. Thanks guys for reminding me
Make a cylinder, add a good amount of heigt segments.
Apply twist modifier, twist untill satisfied.
And then just tweak as needed (in your case, make the "edges" pinch a bit)
edit: nevermind, didn't see all the posts that were added since I didn' see that I wasn't on the last page ><
your edge widths are a little inconsistent but that's probably fixable.
Also pistol = chamber fixed to barrel, revolver != pistol
Does anyone happen to own one of these, or something similar? I'm having trouble finding pictures of the back side (hinges). Thanks:)