I have no idea how to fix this, so I am asking people wiser than me :P
I need the edges to be exactly in the position they are in for the lowpoly, but the entire area above needs to be smooth, no hard edges. I only worked with full loops thus far (you know, the box example kind).
I have no idea how to fix this, so I am asking people wiser than me :P
I need the edges to be exactly in the position they are in for the lowpoly, but the entire area above needs to be smooth, no hard edges. I only worked with full loops thus far (you know, the box example kind).
Halp?!
You need to plan a bit ahead and make sure you have enough edges to go from smooth -> hard. If you have a hard time planning ahead, re-iterate, polygons are free.
No idea how your shapes looks before hand or what you're going for, but this is one way of how I would go from smooth surface to hard contour.
You need to plan a bit ahead and make sure you have enough edges to go from smooth -> hard. If you have a hard time planning ahead, re-iterate, polygons are free.
No idea how your shapes looks before hand or what you're going for, but this is one way of how I would go from smooth surface to hard contour.
This might actually help. Basically it's part of the boot, going over into a hard-edge shape over it. But it needs to be clean. Not to mention I got a few more edges where I have the same problem, but it's not really viable to do it that way *sigh* I hate my life :P
Basically speaking, I need to retain the shape of the lowpoly object, with hard-edges or rather sharp pointy bits, while the entire plane itself is smooth and without weird distortions. I get the theory, but the practical part is failing me :P
If it helps, think of complexer fantasy armor shapes for vambraces and such.
This might actually help. Basically it's part of the boot, going over into a hard-edge shape over it. But it needs to be clean. Not to mention I got a few more edges where I have the same problem, but it's not really viable to do it that way *sigh* I hate my life :P
Basically speaking, I need to retain the shape of the lowpoly object, with hard-edges or rather sharp pointy bits, while the entire plane itself is smooth and without weird distortions. I get the theory, but the practical part is failing me :P
If it helps, think of complexer fantasy armor shapes for vambraces and such.
The description is quite abstract. It's easier to help if you provide reference of what you're trying to achieve and what you've achieved so far, as the entire part, instead of only the problematic area.
The description is quite abstract. It's easier to help if you provide reference of what you're trying to achieve and what you've achieved so far, as the entire part, instead of only the problematic area.
I think this might explain it better, maybe. Basically I need a permanent, distortion free wonder solution that works on all these types of edges. I saw some further ahead in the thread, but they don't seem to work as well for me
1. You won't get rid of the creases when going from curved metal plate to hard contour. You can shorten them if you want by adding a second cross loop and letting the curved surface keep it edges as far as possible.
2. You can still use the technique I provided to remove the pinches you get at the cut (upper part).
3. How close do you think you will get to this model? Will it affect overall visuals? Are you looking at things that are hidden behind other parts? i.e you might be looking to much at tiny stuff that won't be shown in the end.
1. You won't get rid of the creases when going from curved metal plate to hard contour. You can shorten them if you want by adding a second cross loop and letting the curved surface keep it edges as far as possible.
2. You can still use the technique I provided to remove the pinches you get at the cut (upper part).
3. How close do you think you will get to this model? Will it affect overall visuals? Are you looking at things that are hidden behind other parts? i.e you might be looking to much at tiny stuff that won't be shown in the end.
1. Well, that's not very nice of the mesh then, is it. Will try to do that.
2. Okaydokay.
3. Fairly close, I fear. Which is why I can't allow it to have such extreme flaws. I might have to accept that I need a different shape for it *sigh*
I might give zBrush a spin for this. Thanks for all the help! Will keep an eye on the thread, just in case someone posts a solution I can work with
Depends on your geometry budget, and your target engine. Also consider the significance of the prop/model and the size it will occupy in the world. The smaller it is on screen the lower poly count you can get away with.
Posting images would help us provide a more clear answer
Hey all! I'm having trouble modeling figuring out how to go about cutting the cylindrical holes into this gear
Since the ref is metal and not the most readable, here's a pic of my mesh for a better idea of the shape. the cut-outs go ALMOST right up to the edge of that lip but not quite. the gear is symmetrical and the holes go completely through. Thanks so much in advance!
i'll just quote this here for you. cutting and merging are fairly similar in the requirements they have for your topology. once the stuff fits together you can cut or boolean or whatever.
another thing is that you should look a the width and curvature of your shapes again and compare them to the ref. it all seems quite a bit off
As you can see, recently I ve been practicing modeling with the Eat3d - Dozer tutorial, which is a really great tutorial and the model is almost finished.
My problem is the following:
I want to texture it, but without creating a game asset, just create a scene for it and render it with vray,so I want to unwrap (of course not every detail) and texture the high poly model.
One of the main problem is that on every object there is a turbosmooth with iteration 2, so the texture will be stretched if I unwrap the base model.
What is the solution in this case?
I should add more supporting loops?
Or I should unwrap the model on iteration 1? There is not so much difference between iteration 1 and 2 as between the model without and with turbosmooth.
What is the difference between a high poly model that will be textured, and the one that will be used for creating normal and AO maps?
If you dont want the texture to be stretched you need to Unwrap it with an application that supports the creation of SubD-UVs. UVlayout for example does it.
You should also be able to use triplanar/cube mapping to project the textures. However if you do this you can't really paint on any details such as damage on them. Personally I'd unwrap most of the mesh and use that to paint some masks which you'd then project on the mesh with tri-planar projected textures which would probably result in as few visible seams as possible.
Hey Turks! I modelled a shape like this recently which might help a bit? The only issue I had was the smoothing at the back end of the object, but this part for me was hidden anyway. I started with a cube and smoothed it out rather than a sphere Good Luck!
hi guys i would like to know what the difference between high poly modeling and low poly modeling, and in hard surface modeling like cars,tanks,weapons..etc is it ok if i break parts as much as i want or do i have limitations and thanks so much
When doing highpoly work you can use as many separate parts as you'd like. Most people would separate parts in their highpoly similar to how the object is built in real life as that often makes it easier to make the model look convincing. You don't have to break pieces off as you can just sculpt things to look like they overlap but that generally takes more effort (and would often be retopoologized to separate parts later) so in most cases it'd be advice-able.
The difference between highpoly and lowpoly is most obviously the detail level, but also that for lowpolys the most important part is that the silhouette looks smooth as most surface and concave detail can be simulated with baked textures (to a point). For highpolys it is most important to have mesh with mostly quads (there are some exceptions where you can get away with triangles) for nice smoothing that should be preferably be somewhat manageable without using too much geometry while still looking detailed and interesting.
When making lowpolys it can in many cases be beneficial to combine a few pieces together to make the baking process simpler but this can sometimes result in messy textures so that should probably be evaluated on a case by case basis IMO.
Running into a "round object with hard edges" problem. I need the round/curves along the red marks, but I also need to retain the hard edges where the visor is, and under the helm. When I put edge loops in, they cause unwanted edges along the yellow lines. Any ideas?
newbie here! I'm trying to create modular pieces for a rail/track. Im trying to create a 90-degree curve as shown:
I tried to lattice both ends and then add a metric ton of subdivisions, then manipulate verts with soft selection. I also tried using a curve with wire tool but can't get the results I want from either.
Hi guyz, ive been struggling with modeling curves and generally round things into walls(surfaces) without using boolean and we all know they pretty much mess up the topology. anyway heres a ref image and id like to create that nice arc thingy on top of the window. any tips please ?
Hi guyz, ive been struggling with modeling curves and generally round things into walls(surfaces) without using boolean and we all know they pretty much mess up the topology. anyway heres a ref image and id like to create that nice arc thingy on top of the window. any tips please ?
This one is easy because you can pretty much see the number of divisions you need. Make a 16 sided cylinder, delete half and insert the edges to make out that pattern. I did this in one piece and pretty fast, it would probably be better to double the divisions so it's smoother like in your picture.
Huh, what happened with the posts in here? mrjojo and Dr.Malpractice's posts suddenly got shoved in between mine.
This one is easy because you can pretty much see the number of divisions you need. Make a 16 sided cylinder, delete half and insert the edges to make out that pattern. I did this in one piece and pretty fast, it would probably be better to double the divisions so it's smoother like in your picture.
thanks for the tip body , tho i was looking to do that thing out of a box, for instance i made wall using box/rectanle and now im trying to model the window into the wall. any idea ?
hmm, mrjojo, that subject is quite simple. "Lots of stuff" doesn't necessarily equate to "difficult to model", especially when almost all of it is the same shape repeated a lot.
There's a clear structure there: Most of the "tiles" have the same dimension, but the radius increases, causing gaps, then those gaps are filled in a way that mimics the shape of the main structure itself. You can mathematically figure out what the different areas and radii are, and once you have, it should be relatively quick to model it out.
could you maybe give this a try and share with us what technique ud use to create of those geometries ?
I'd be very interested in a demonstration showing how to solve this kind of shapes and iterate them. Even though studying the shapes from the real-life pics of the object, that still needs a guidance for the technique that translate them into 3d.
I'd be very interested in a demonstration showing how to solve this kind of shapes and iterate them. Even though studying the shapes from the real-life pics of the object, that still needs a guidance for the technique that translate them into 3d.
But why should that be a problem though? These shapes lend themselves very well to loop construction, and even if they didn't, the point I'm making above is that the components are so simple that it would be trivial anyway.
This was thrown together without any planning or design. Aside from those poles, this should be ready to ship - it's just a few boolean ops, and only one small section was made, then instanced around.
This image is one of those weird optical illusions, at first I could only see it as the spheres coming outwards, but after staring at it long enough I see that the spheres are cut in. Now I can't see it the other way anymore. wtfux
thanks for the analysis perna. how do i approach this tho , spline modeling i suppose?
? I think he explained exactly how to approach it already. You'll need to show what you've tried and explain what exactly you're having issues with before anyone else can really give you further advice.
thanks everyone for tips n guides. ill definitely give it a shot n post more queries here later. moving on , i made this bucket and get this problem in most of my models, "too many polygons" i read somewhere "less polygons= happier life" . how do i decrease the poly count without losing details ? any idea?
Just remove every second edge-loop until you're satisfied with the density. This is just a cylinder without any details that doesn't go all the way around so it could easily be done with a 5 sided circular base (I would rather go with 12, 16 or 24 though as they are easily dividable). Also if you remove every other edge-loop the model will become a bit thinner so you might need to scale it up a tiny bit afterwards.
With mutiple rings moving inwards like that you can optimize as you get away from the edge as well. So 24 on the outer ring reduces to 12 in the middle reduces to 6 in the center ...
Replies
I need the edges to be exactly in the position they are in for the lowpoly, but the entire area above needs to be smooth, no hard edges. I only worked with full loops thus far (you know, the box example kind).
Halp?!
Yeaaaaaah ... that did nothing. If anything, I think that just made it ... worse?
You need to plan a bit ahead and make sure you have enough edges to go from smooth -> hard. If you have a hard time planning ahead, re-iterate, polygons are free.
No idea how your shapes looks before hand or what you're going for, but this is one way of how I would go from smooth surface to hard contour.
This might actually help. Basically it's part of the boot, going over into a hard-edge shape over it. But it needs to be clean. Not to mention I got a few more edges where I have the same problem, but it's not really viable to do it that way *sigh* I hate my life :P
Basically speaking, I need to retain the shape of the lowpoly object, with hard-edges or rather sharp pointy bits, while the entire plane itself is smooth and without weird distortions. I get the theory, but the practical part is failing me :P
If it helps, think of complexer fantasy armor shapes for vambraces and such.
The description is quite abstract. It's easier to help if you provide reference of what you're trying to achieve and what you've achieved so far, as the entire part, instead of only the problematic area.
I think this might explain it better, maybe. Basically I need a permanent, distortion free wonder solution that works on all these types of edges. I saw some further ahead in the thread, but they don't seem to work as well for me
2. You can still use the technique I provided to remove the pinches you get at the cut (upper part).
3. How close do you think you will get to this model? Will it affect overall visuals? Are you looking at things that are hidden behind other parts? i.e you might be looking to much at tiny stuff that won't be shown in the end.
1. Well, that's not very nice of the mesh then, is it. Will try to do that.
2. Okaydokay.
3. Fairly close, I fear. Which is why I can't allow it to have such extreme flaws. I might have to accept that I need a different shape for it *sigh*
I might give zBrush a spin for this. Thanks for all the help! Will keep an eye on the thread, just in case someone posts a solution I can work with
1) what's the best way to collapse a 16 sided lens into a low poly?
Uh... what lens are we talking about?
Posting images would help us provide a more clear answer
Since the ref is metal and not the most readable, here's a pic of my mesh for a better idea of the shape. the cut-outs go ALMOST right up to the edge of that lip but not quite. the gear is symmetrical and the holes go completely through. Thanks so much in advance!
i'll just quote this here for you. cutting and merging are fairly similar in the requirements they have for your topology. once the stuff fits together you can cut or boolean or whatever.
another thing is that you should look a the width and curvature of your shapes again and compare them to the ref. it all seems quite a bit off
The rest is pretty simple, I'm just really struggling with this handle portion.
Thanks
As you can see, recently I ve been practicing modeling with the Eat3d - Dozer tutorial, which is a really great tutorial and the model is almost finished.
My problem is the following:
I want to texture it, but without creating a game asset, just create a scene for it and render it with vray,so I want to unwrap (of course not every detail) and texture the high poly model.
One of the main problem is that on every object there is a turbosmooth with iteration 2, so the texture will be stretched if I unwrap the base model.
What is the solution in this case?
I should add more supporting loops?
Or I should unwrap the model on iteration 1? There is not so much difference between iteration 1 and 2 as between the model without and with turbosmooth.
What is the difference between a high poly model that will be textured, and the one that will be used for creating normal and AO maps?
Thank you in advance!
example1 by ravedonkeyad, on Flickr
The difference between highpoly and lowpoly is most obviously the detail level, but also that for lowpolys the most important part is that the silhouette looks smooth as most surface and concave detail can be simulated with baked textures (to a point). For highpolys it is most important to have mesh with mostly quads (there are some exceptions where you can get away with triangles) for nice smoothing that should be preferably be somewhat manageable without using too much geometry while still looking detailed and interesting.
When making lowpolys it can in many cases be beneficial to combine a few pieces together to make the baking process simpler but this can sometimes result in messy textures so that should probably be evaluated on a case by case basis IMO.
http://www.polycount.com/forum/attachment.php?attachmentid=15118&d=1389301177
Running into a "round object with hard edges" problem. I need the round/curves along the red marks, but I also need to retain the hard edges where the visor is, and under the helm. When I put edge loops in, they cause unwanted edges along the yellow lines. Any ideas?
I tried to lattice both ends and then add a metric ton of subdivisions, then manipulate verts with soft selection. I also tried using a curve with wire tool but can't get the results I want from either.
Left: Bend
Right: Bridge
Glad to see it exists.
This one is easy because you can pretty much see the number of divisions you need. Make a 16 sided cylinder, delete half and insert the edges to make out that pattern. I did this in one piece and pretty fast, it would probably be better to double the divisions so it's smoother like in your picture.
thanks for the tip body , tho i was looking to do that thing out of a box, for instance i made wall using box/rectanle and now im trying to model the window into the wall. any idea ?
thanks for the link , couldnt figure much out of it tho.
could you maybe give this a try and share with us what technique ud use to create of those geometries ?
itd be great if someone takes the challenge.
This image is one of those weird optical illusions, at first I could only see it as the spheres coming outwards, but after staring at it long enough I see that the spheres are cut in. Now I can't see it the other way anymore. wtfux
? I think he explained exactly how to approach it already. You'll need to show what you've tried and explain what exactly you're having issues with before anyone else can really give you further advice.
Another thing to note about this is a domed analogue to a common 2 dimensional mosaic.
Best shown (with a bit of distortion) in this image
Understanding how these sorts of tilings are created may help.4
http://catnaps.org/islamic/geometry.html
Between those references and some good old observation, you could certainly build this out in max.