See that is kinda an over simplification of the shape...
What? Someone just gave you very good advice on how to model that shape, if its not the exact same shape who cares, you can figure out the rest. To simply complain when someone shows you how to do something, that's really lame.
What? Someone just gave you very good advice on how to model that shape, if its not the exact same shape who cares, you can figure out the rest. To simply complain when someone shows you how to do something, that's really lame.
I'm sorry, I've just been trying to get this shape right for like 3 days now, it gets to me, I apologise if I came off as rude. I really do appreciate the help. It's my first assignment for the PR2 team and I already feel useless.
@DKK I'm not really happy with half doing things. Especially when I get crits on like this just circling things and telling me it's wrong. It's the principle to me, if I can't model this shape, what good am I?
Hey folks. Great thread! I'm stuck with a particular bit of geo and wondered if anyone had any good ideas how to tackle it...
It's part of an engine from a Harley. Rest of the bike is going well, but I can't get this shape right! Ideally I want to build this in high resolution, and then strip it back again to make a low poly. Any thoughts?
See that is kinda an over simplification of the shape...
actually, from a technical side, its pretty spot on
it was just a quick showpiece to communicate the edgeflow, if i had tweaked the edgeloops a bit it would fit the shape perfectly
but i figured you could do that also
actually, from a technical side, its pretty spot on
it was just a quick showpiece to communicate the edgeflow, if i had tweaked the edgeloops a bit it would fit the shape perfectly
but i figured you could do that also
Yeah, it was. I think what I was struggling with what understanding the shape, about how the surface curves and meets the indent, but then flows back into the same shape.
Again, I apologise for my behaviour. I was stressed and overtired, I just slept for 16 hours and I feel a lot better. Thank you all for the help.
Nice of you to post a mini-tut of it These things really helped me in the past. Surely though that could be done quicker with a spline? And has the added bonus of being able to change parameters on the fly.
Can't figure out how to get it to do that with sweep.
The helix one does work though thanks. Just shows how well my brain was working to not think of that Using a loft on the helix and a spline of the profile is even better.
In college we were taught to make those teeth edges manually, no turbosmooth.
it's easy though, just get a cilinder with enough edges, convert to edit poly, go into edge selection mode, now under the graphite modeling tools, use the dot ring selection tool (skips every 1 edge with ring selection)
next, save the selection and then do the same for the edge remaining edges, save it as well
now scale the edges outwards and then put a slight chamfer on them, select the other saved selection and do the same
Would love to hear more about that crease thingy though, can't really find any tutorials related to the shape
Ok, you have a surface comprised of ...16 faces and 25 verts, just a plane. When the surface is created it's planar with all it's parts existing on the same plane, in harmony. Yay! You rotate the surface on all 3 axes, blah blah still planar, awesome.
Now, here comes the issue. (Oh no!) Several of the verts on the surface have somehow managed to stray from their planar neighbors and are now making a surface defective, not flat. But now you have to figure out how to make the surface flat again.
Whats the best way to fix this? The only thing I've come up with is deleting all the affected surfaces, use a fill, and then shunt over the edges with the split tool. But that may not always be a solution. How do you use the scale tool's orientation feature properly in this situation?
You can even out vertices to one plane with scale tool by pressing J key then pulling affected axis in one direction and back. Under tool settings > scale settings you can set tool orientation, in this example I selected all the verts and set manipulator to "normal" orientation, but for some other scenario you may need to use set to edge or set to face too to get a direction for it.
Also here's one script for make planar tool, however I haven't had a chance to test it out yet.
If I select the affected verts and use scale tool set to an edge, it twist the manipulator to the face that the edge is attached to. zomgwtfbbq. I cant fix this mess. Am I going to have to rebuild it every time I mess up?
Nah, just takes some time to get used to what edge, face or normal to select. Try the script too, I gave it a quick test last night and it works great actually.
Hey guys.
I have been trying endlessly, after that I have been searching endlessly, but I just can't seem to find a solution to this.
How can I avoud these artifacts?.
seems like no matter how I do it I end up with them, I do know that at this point it is caused by the n-poles but how do I build this to avoid it? any advice is greatly appreciated!
Hmm okay. I might try that then. .. but won't it just move the poles so the distiortion happens elsewhere?
its really depends
if you spherify a low poly cube and then subdivide it again, you will see some distortion (not as much as in your screenshot)
if you spherify a cube that already is subdivided at the level you want, you wont see any distortions
this is because the vertexplacement around the N-Pole (vertex with 3 edges) is tighter than everywhere else, which results in a different smoothing from subdividing
well, i cheated since i used shrinkwrap on a sphere after capping it, but with enough polypushing you get the same result
I've been adding some of the images from this thread, into our wiki. Might help others, definitely a help to me in my current project. Many thanks to people who've contributed their examples!
I think it's a great idea to have some of the topology examples in one place, it can be a bit hard to find individual posts. Here are some I saved from this thread before. Credit to those who posted these.
Okay so I did do it and before I touch it obviously it has no distortion, but I had to move it a little which caused it to distort again. so All I could do really was just trying to minimize it as much as I could. it did turn out okay in the end!
Thanks a lot for the help guys
Add more loops on the cylinder, the one you have currently moves down quite far. Maybe even start with more segments on the cylinder. More loops everywhere really.
Also try p-sub (Shift+Tab) instead of normal subdiv (tab), unless you already are.
A. A pole like that is always going to look like that, there isn't really anything you can do
B. Dear god, do you really care? Zoom the hell out man, you will never notice this sort of thing on a finished asset
I've been adding some of the images from this thread, into our wiki. Might help others, definitely a help to me in my current project. Many thanks to people who've contributed their examples!
I've been adding some of the images from this thread, into our wiki. Might help others, definitely a help to me in my current project. Many thanks to people who've contributed their examples!
I've been working on a webley Mk VI .445, and i can't seem to get this spot just right. The Topology, and the shape i think are fine. The problem is when the the edge falloff is wide enough to read well the shape kinda gets lost. Should i go with a much tighter edge (not like the one that fallows, But sharper than the wider one) or will it look fine once it's LP'd and Baked?
Maybe I'm just being overly critical, But whatever the case, maybe you guys can help me out.
DESIRED EDGE. Poor shape?
Very thin edge, Just to show the shape of the indent is more or less what i want it.
Yeah. I know that sharp edge image is NOT what i want. i want the really wide one like pic 1 and 2. But I'm worried that shape there at the end gets too.....blurred? I'm not sure how to describe it. :P
Replies
What? Someone just gave you very good advice on how to model that shape, if its not the exact same shape who cares, you can figure out the rest. To simply complain when someone shows you how to do something, that's really lame.
@DKK I'm not really happy with half doing things. Especially when I get crits on like this just circling things and telling me it's wrong. It's the principle to me, if I can't model this shape, what good am I?
It's part of an engine from a Harley. Rest of the bike is going well, but I can't get this shape right! Ideally I want to build this in high resolution, and then strip it back again to make a low poly. Any thoughts?
actually, from a technical side, its pretty spot on
it was just a quick showpiece to communicate the edgeflow, if i had tweaked the edgeloops a bit it would fit the shape perfectly
but i figured you could do that also
Again, I apologise for my behaviour. I was stressed and overtired, I just slept for 16 hours and I feel a lot better. Thank you all for the help.
@Racer, that's awesome dude, thank you.
1 : make profile
2 : screw modifier
if i remember right, in max this modifier is named sweep ?
The helix one does work though thanks. Just shows how well my brain was working to not think of that Using a loft on the helix and a spline of the profile is even better.
it's easy though, just get a cilinder with enough edges, convert to edit poly, go into edge selection mode, now under the graphite modeling tools, use the dot ring selection tool (skips every 1 edge with ring selection)
next, save the selection and then do the same for the edge remaining edges, save it as well
now scale the edges outwards and then put a slight chamfer on them, select the other saved selection and do the same
Would love to hear more about that crease thingy though, can't really find any tutorials related to the shape
Just a shitload of edges basically.
Now, here comes the issue. (Oh no!) Several of the verts on the surface have somehow managed to stray from their planar neighbors and are now making a surface defective, not flat. But now you have to figure out how to make the surface flat again.
Whats the best way to fix this? The only thing I've come up with is deleting all the affected surfaces, use a fill, and then shunt over the edges with the split tool. But that may not always be a solution. How do you use the scale tool's orientation feature properly in this situation?
Also here's one script for make planar tool, however I haven't had a chance to test it out yet.
http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/poly-tools/c/makeplanar-and-setnormal-tools--2
I have been trying endlessly, after that I have been searching endlessly, but I just can't seem to find a solution to this.
How can I avoud these artifacts?.
seems like no matter how I do it I end up with them, I do know that at this point it is caused by the n-poles but how do I build this to avoid it? any advice is greatly appreciated!
its really depends
if you spherify a low poly cube and then subdivide it again, you will see some distortion (not as much as in your screenshot)
if you spherify a cube that already is subdivided at the level you want, you wont see any distortions
this is because the vertexplacement around the N-Pole (vertex with 3 edges) is tighter than everywhere else, which results in a different smoothing from subdividing
well, i cheated since i used shrinkwrap on a sphere after capping it, but with enough polypushing you get the same result
http://wiki.polycount.net/SubdivisionSurfaceModeling#Tips_.26_Tricks
http://abload.de/img/u6t8su2x5y.png
http://abload.de/img/no_problemwqx6r.jpg
http://abload.de/img/mesh_wired4lbb.jpg
http://abload.de/img/fdmidsey3w.png
http://abload.de/img/examplesf6l01.gif
Thanks a lot for the help guys
Also try p-sub (Shift+Tab) instead of normal subdiv (tab), unless you already are.
B. Dear god, do you really care? Zoom the hell out man, you will never notice this sort of thing on a finished asset
Awesome! Good work!
Definetly take a look at this site for more Hardsurface Sub-D wires:
gotwires.info
Maybe I'm just being overly critical, But whatever the case, maybe you guys can help me out.
DESIRED EDGE. Poor shape?
Very thin edge, Just to show the shape of the indent is more or less what i want it.
Context.
How can i make it better than OK ?
Edit: Hm. Think i may have got it. Just needed to make the end of that shape a bit more planar.
Which method should I use?