17 meshes so far, and not two of them are the same
hehe, well, some people are just PMing without posting, so I'm still receiving entries.
Should probably do it on Tuesday, as some might want to wait until after the weekend. I guess we'll see!
I've started making tutorial content based on this. It's surprising how many "tactical decisions" come into play when making such a simple shape, and how many mistakes can be made.
Only one person who has come close to flawless execution so far. There's still a little room for improvement over that mesh, so keem 'em coming!
waiting eagerly. feels like the solution might be really easy and we're all gonna have a laugh. haha
17 meshes so far, and not two of them are the same
hehe, well, some people are just PMing without posting, so I'm still receiving entries.
Should probably do it on Tuesday, as some might want to wait until after the weekend. I guess we'll see!
I've started making tutorial content based on this. It's surprising how many "tactical decisions" come into play when making such a simple shape, and how many mistakes can be made.
Only one person who has come close to flawless execution so far. There's still a little room for improvement over that mesh, so keem 'em coming!
yeah please wait until tuesday. i really want a go at this, but cant really try it before tomorrow evemning.
Edge consistancy could have been better on the round flat stuff with more edges, but i feel i'm too high already. Edges on top lil too tight. Bah, whatever...
And i'm doing this instead of my bathroom. Thank you Perna.
:shrug: why not.
The secondary images show where I built one object, then didn't like the shading on the transition from bevel to flat side, so I added some control edges.
And just for giggles I built the front faces of one with nurbs to see how much better or worse it would be for this object than sub-d.
Geo 1 has the shading error shown above. Geo 2 has it corrected. Geo 3 has a different approach to that area entirely that is overall cleaner in shading and loops. Though it also has the highest polycount.
Though after looking at perna's reference model again I realize I've made the upper bevel meeting too sharp. Will have to revise tomorrow.
Hi there. I've just started a personal project to brush up on my Maya skills when I suddenly ran into this problem:
How should I go about to smooth this without causing pinching at the hard corners, and keep the roundness of the sphere? The cut is pretty obvious but I have serious issues with the hard corner edges. I think I broke my brain because it feels like I'm staring right at the solution but can't see it. : (
Hi there. I've just started a personal project to brush up on my Maya skills when I suddenly ran into this problem:
How should I go about to smooth this without causing pinching at the hard corners, and keep the roundness of the sphere? The cut is pretty obvious but I have serious issues with the hard corner edges. I think I broke my brain because it feels like I'm staring right at the solution but can't see it. : (
I hate to post this since it's from an art test, but this one part is killing me. I have no idea how to model this seamlessly. I don't have much time left, so I'm considering just doing it the easy way and modeling it separately.
Sub-d is still new to me, so trying to translate polygonal to sub-d and back to polygonal gets me sometimes.
Do one and copy it all around. Or make it in a long straight and bend it, then select the outer verts and rotate them with a falloff to get that twist look. Should work.
So what happened last night with the challenge? Thought we were wrapping it up.
Alex: Why not do some of the shapes previously posted in this thread?
There's plenty of material available, just without formal judging by Perna.
Andrew: The areas you have shading issues on the high poly, also have shading issues on the low.
Look at how it's triangulating in those prism shaped quads at the end of the spiral groove. The quads aren't planar and so neither is the subdivided result. Also the supporting geo next to those quads are triangles. This often isn't an issue, but its not helping in your case.
Try adding on a quad from the end of the groove into there the prism shaped quad is now. This way you'll end up with less acute angles coming into the groove and remove tris situated in a problematic area.
Lol that was awesome. I failed so hard, I just beveled the edges you told us to instead of patching in the bevels you gave XD. That was cool though, thanks for doing it, and I hope you do more.
Lol that was awesome. I failed so hard, I just beveled the edges you told us to instead of patching in the bevels you gave XD. That was cool though, thanks for doing it, and I hope you do more.
Interesting about the double looping, going to implement that in more stuff just to be safe. Good to see you value the easy to use loops; something I tried to maintain. I could have cleaned up the chamfer corners better and I think I need to use more mathematic/procedural processes.
Is it ok if I use Swift Loop to get an edge loop, then align it in one axis so it's all straight, and then slide it to where I want but snap it to the grid? I know it doesn't work every time but for the top cube area thats what I did.
I would love to do another but it seems it may kill you :P
Something of a balancing act obviously as you advocate minimal geo but that example mesh looked far from minimal. . But thanks for putting this together, it's appreciated! I'll keep those double loops in mind...
Totally awesome video! I kind of failed too, I also beveled the tighter edges as I thought those part part of the challenge as well.
Oh well I definitely learnt a few things. For the record, no I didn't view this as a competition at all. Hoping this turns into a regular thing because I had a lot of fun doing this. Cheers!
Replies
Well i'll never learn if i dont try it once again. Another crack at it.
This is a great idea, awesome refresher after a couple weeks away
And a cheapo render I fixed up quickly...
yeah please wait until tuesday. i really want a go at this, but cant really try it before tomorrow evemning.
thnx
And i'm doing this instead of my bathroom. Thank you Perna.
:shrug: why not.
The secondary images show where I built one object, then didn't like the shading on the transition from bevel to flat side, so I added some control edges.
And just for giggles I built the front faces of one with nurbs to see how much better or worse it would be for this object than sub-d.
Geo 1 has the shading error shown above. Geo 2 has it corrected. Geo 3 has a different approach to that area entirely that is overall cleaner in shading and loops. Though it also has the highest polycount.
Though after looking at perna's reference model again I realize I've made the upper bevel meeting too sharp. Will have to revise tomorrow.
How should I go about to smooth this without causing pinching at the hard corners, and keep the roundness of the sphere? The cut is pretty obvious but I have serious issues with the hard corner edges. I think I broke my brain because it feels like I'm staring right at the solution but can't see it. : (
i tried this http://www.polycount.com/forum/showpost.php?p=1908255&postcount=3158
But couldn't get it to work. found a solution?
The geometry is not perfect, I just gave it a quick try. But it shades smoothly without pinching.
looking forward for the best approach
Came back with a different approach and fixed the upper corner transition.
Need to figure out how to upload the obj.....
Sending OBJ now.
Edit: I went for some pretty wide edges. Imagine it being a little paper weight in game
One more raw shot because the above seems kinda soft
Sub-d is still new to me, so trying to translate polygonal to sub-d and back to polygonal gets me sometimes.
So what happened last night with the challenge? Thought we were wrapping it up.
Once you post the stuff for this challenge are you going to post a new one? I really enjoyed this one and am really excited.
There's plenty of material available, just without formal judging by Perna.
Andrew: The areas you have shading issues on the high poly, also have shading issues on the low.
Look at how it's triangulating in those prism shaped quads at the end of the spiral groove. The quads aren't planar and so neither is the subdivided result. Also the supporting geo next to those quads are triangles. This often isn't an issue, but its not helping in your case.
Try adding on a quad from the end of the groove into there the prism shaped quad is now. This way you'll end up with less acute angles coming into the groove and remove tris situated in a problematic area.
Edit: Works if you click on it!
haha omg. That was amazing!
Love your rant on how I terminated the loops on the backside,
I took the unnecessary edge thing a little too far
i failed at the exact same step .. xD
Thanks Perna and Pedro !
Interesting about the double looping, going to implement that in more stuff just to be safe. Good to see you value the easy to use loops; something I tried to maintain. I could have cleaned up the chamfer corners better and I think I need to use more mathematic/procedural processes.
Is it ok if I use Swift Loop to get an edge loop, then align it in one axis so it's all straight, and then slide it to where I want but snap it to the grid? I know it doesn't work every time but for the top cube area thats what I did.
I would love to do another but it seems it may kill you :P
Lots of fun, learned a lot. Thanks for doing this, and yeah, another! hehe
Oh well I definitely learnt a few things. For the record, no I didn't view this as a competition at all. Hoping this turns into a regular thing because I had a lot of fun doing this. Cheers!