It's a handel for a rifle and I'm having some trouble at the bottom part where the curves need to be somewhat sharp but the overall shape is really smooth (illustrated with the purple lines)
As you can see from another angel it's not really looking that good. The edge is kind of wonky and pushing out.
The technique I'm using atm is this (if it's apparent).
Hello everybody. So i have struggling with this for quite a while (few years i have no idea how to do this, and i still don't). So here is the problem:
Here i got a revolver and the handle i want to get "gridded"
And here i got the grid ready
But how do i make the grid to follow the shape of the handle?
If you're working on Max 2012 or so, you can use Conform command in the Graphite Toolbar, on the Freeform tab.
You select your grid object, and on Graphite set the conform target to Surface (usually on Grid by default), then select the handle as the reference surface. Offset to 0.0 and Conform "from camera view".
Make sure your viewport is orthogonal and you're looking straight at the surface you want it to stick on. i.e., make sure it's aligned.
I hope that helps. It's my first time posting to this thread, should I post pictures of the procedure I suggested?
Make it 2 objects. Those would be manufactured that way anyhow and it keeps you from having to deal with the beveled inset.
Hi and thanks for the reply!
I still have the same problem tho =/. The problem is that I can't put a control edge all the way across because that would make the transistion that's suppose to me smooth hard.
Heys guys im still pretty new to this but I want to know how can I fix the geo of a cylinder top and bottom after you smooth it. I want to avoid using triangles unless it really necessary.
Also I would like to know how can I make holes into different type of polygon without using Boolean and screw my geo.
Triangles are fine in flat areas, if you don't want tris, you need to edit your wireframe before smoothing. Basically you want to make sure you don't have a bunch of edges leading to 1 vertex, there's a few ways you can cap it off, but you don't really need to worry about it most of the time.
The easiest way to cut holes is to plan ahead, you can model a hole, delete the faces where it will go, and fill the gap between them.
I don't want to be that guy recommending blender ....but the grid fill tool does the same thing for free.
Edit: Oh its's a script...nevermind thought it was a software (jumping to another software just to fill gaps would be painfully uncomfortable) so I told myself that he might as well use blender in those cases.
...I want to know how can I fix the geo of a cylinder top and bottom after you smooth it. I want to avoid using triangles unless it really necessary. ..
maybe i´m misunderstanding something in your question here because no one said it before but AFTER smoothing your mesh is quad only so no need to worry about tris anymore!
Wow I want to say thank you so much for the info everyone but now I want to know modeling clothing. I haven't tried modeling clothing yet and I want to do it for a my character. If you have any tutorials on how to model clothing I would really appreciated.
Wow I want to say thank you so much for the info everyone but now I want to know modeling clothing. I haven't tried modeling clothing yet and I want to do it for a my character. If you have any tutorials on how to model clothing I would really appreciated.
Cloth isn't really mechanical/hard-surface stuff that this thread focuses on.
Clothing is mostly ZBrush work. One way to do it is to start out with a base mesh that conforms to your character body and then start modeling the larger shape-changing details such as collars, tucked waists and rolled-up sleeves etc. Once that is done, you bring it into ZBrush and start sculpting details that are a nightmare to do with sub-d, mostly wrinkles, folds etc. Once that is done, generate normal maps or retopologize as needed prior to that.
Sup guys got a funky issue and its driving me insane
I want to recreate the leaf pattern (I think that is what it is) on this object where the arrow is:
(sorry for the shitty resolution, this is taken off the gears of war art dump)
I have tried creating the shape using a plane, then shell modifier plus tonnes of ffd modifiers on top of the turbosmooth,but the hard part is making it look so uniform when duplicating them to make the rest of the shape
EDIT:
I was thinking about deforming it to a path, didn't have any luck
any ideas on how this shape can be made? Thanks guys!
I made mine by using array modifiers and mirrors (no FFD or anything) which made it easy to see exactly how much I needed to scale up the radius of the 'leaveas' as I could fit them together as I was modeling it.
I started with a circle but looking back it'd probably be easier to start with a sphere.
There is a triangle as I didn't bother removing it as it smoothed fine and this was just a quick example.
Thank you timotronprime for answering and I have one more question about modeling, in maya im currently modeling a robot arm and a lot of his parts are using around cylinders. I want to get rid of this small bump that it creates when im trying to add edge loops so when I smooth it later it doesn't have it, I just want my surface to look as smooth as possible without any bumps it creates when adding edge loops.
I think it's directed more at the general consensus of "add more geo" being the solution to every problem, which is the inverse of the methods Per tries to share with people.
Thanks dude! It kinda worked but it still alludes me how they managed to make the shape feel so more organic than what I have...
naw he must've been talking about problem you you solved
Well, to begin with your array is tapered too much. The spindle water-drop things don't taper in that far at the bottom. Also, if you look closely the bits are curved outwards slightly with some damaged details on the surface. Get yourself an alpha brush and do the detailing in ZBrush. Job done.
Hi everyone. new to the forums here! you know I just can't seem to find out how to could make the top of this bag look like its rolled up like the reference. for that matter I can't seem to make the bag look like anything i really want.. lol
I want to model this shape for a small school project but I'm really not sure where to start. Its a very wierd, advanced shape and I was wondering if anyone could give me some pointers? Thanks!
I want to model this shape for a small school project but I'm really not sure where to start. Its a very weird, advanced shape and I was wondering if anyone could give me some pointers? Thanks!
It looks like an illusion, but from what it looks like, it's simply a bunch of bridges that all meet at the ends where the circular disks meet. That isn't hard in theory to model but it's all the more difficult because gauging the perception of the shape is completely fucked.
Now onto my own nooby question, how can I model this leg, specifically the leaf shape cutout. It's essentially a curved front with a squared back area, atleast it looks that way..?
Not sure if this is exactly what you want; but all it required was to start with a oblong, bevel the vertices and then extend the shape downwards, deciding if you want it to end square or round.
I want to model this shape for a small school project but I'm really not sure where to start. Its a very wierd, advanced shape and I was wondering if anyone could give me some pointers? Thanks!
Hi, i have a 3d model you need. If you need it yet plz pm me, i'll send you it.
Thank you timotronprime for answering and I have one more question about modeling, in maya im currently modeling a robot arm and a lot of his parts are using around cylinders. I want to get rid of this small bump that it creates when im trying to add edge loops so when I smooth it later it doesn't have it, I just want my surface to look as smooth as possible without any bumps it creates when adding edge loops.
I want to model this shape for a small school project but I'm really not sure where to start. Its a very wierd, advanced shape and I was wondering if anyone could give me some pointers? Thanks!
I want to model this shape for a small school project but I'm really not sure where to start. Its a very wierd, advanced shape and I was wondering if anyone could give me some pointers? Thanks!
IMAGE
That's a pretty sick shape - I'd try to break it down into modular pieces that can be fitted together into a sphere. Perhaps try with a icosahedron for a start.
If it still doesn't get you going you can check out this table lamp from IKEA (I got it at home, that's why it came to thought) - Fillsta IKEA lamp. Here's the assembly instructions in PDF as well.
Those are some pretty intricate columns to polygon-model faithfully ~.o
It's hard to tell from the wireframe but the way the top of that column is laid out seems pretty wonky. I would delete all the polies on the top of the column, select the boundary you've left, extrude the edges in a little bit, and cap the border. Then, cut up that polygon into a grid. That may or may not help--again, it's hard to tell from your wireframe.
that would be my approach for a shape like this (in maya but im sure 3ds or whatever offers similar functions). first one: nurbs circle extruded along a curve with 360° rotation. second: poly cylinder - twist deformed - some curves from edges which act as wire deformers. both endings are not perfect but i think good enough especially when hidden by other geometry. hope it helps as starting point.
It looks like an illusion, but from what it looks like, it's simply a bunch of bridges that all meet at the ends where the circular disks meet. That isn't hard in theory to model but it's all the more difficult because gauging the perception of the shape is completely fucked.
Now onto my own nooby question, how can I model this leg, specifically the leaf shape cutout. It's essentially a curved front with a squared back area, atleast it looks that way..?
If I was you, I would make it using spline shapes and a loft path. You might be able to get away with just 3 shapes, and then let it morph from one shape to another. At least it would be the easiest way to get the base shape, imo, especially if you want to adjust it.
Replies
Here ya go! The wireframe, back to editing some loops I guess.
It's a handel for a rifle and I'm having some trouble at the bottom part where the curves need to be somewhat sharp but the overall shape is really smooth (illustrated with the purple lines)
As you can see from another angel it's not really looking that good. The edge is kind of wonky and pushing out.
The technique I'm using atm is this (if it's apparent).
cheers!
You select your grid object, and on Graphite set the conform target to Surface (usually on Grid by default), then select the handle as the reference surface. Offset to 0.0 and Conform "from camera view".
Make sure your viewport is orthogonal and you're looking straight at the surface you want it to stick on. i.e., make sure it's aligned.
I hope that helps. It's my first time posting to this thread, should I post pictures of the procedure I suggested?
Hi and thanks for the reply!
I still have the same problem tho =/. The problem is that I can't put a control edge all the way across because that would make the transistion that's suppose to me smooth hard.
Also I would like to know how can I make holes into different type of polygon without using Boolean and screw my geo.
The easiest way to cut holes is to plan ahead, you can model a hole, delete the faces where it will go, and fill the gap between them.
You can't...the most you can do is to delete every 2nd edge making it quad only (don't do it if you still want to add edgeloops to your cylinder).
Edit: Or you can fill it in similiar way grid fill does in blender.
Inseting or adding edgeloops where you need them and then extruding.
Or you can boolean it and then rotopo it.
http://jonpolygon.com/3d-modeling/3d-model-tutorials/quad-geometry-cylinder-cap/
http://www.mariussilaghi.com/products/quad-cap
I don't want to be that guy recommending blender ....but the grid fill tool does the same thing for free.
Edit: Oh its's a script...nevermind thought it was a software (jumping to another software just to fill gaps would be painfully uncomfortable) so I told myself that he might as well use blender in those cases.
•Change to subobject level 3 for borders, select the hole border. Click "fill hole" in the Edit Poly rollout.
•Apply a fill hole modifier
Then a "turn to poly" modifier with the max sides set to 4.
Cloth isn't really mechanical/hard-surface stuff that this thread focuses on.
Clothing is mostly ZBrush work. One way to do it is to start out with a base mesh that conforms to your character body and then start modeling the larger shape-changing details such as collars, tucked waists and rolled-up sleeves etc. Once that is done, you bring it into ZBrush and start sculpting details that are a nightmare to do with sub-d, mostly wrinkles, folds etc. Once that is done, generate normal maps or retopologize as needed prior to that.
I want to recreate the leaf pattern (I think that is what it is) on this object where the arrow is:
(sorry for the shitty resolution, this is taken off the gears of war art dump)
I have tried creating the shape using a plane, then shell modifier plus tonnes of ffd modifiers on top of the turbosmooth,but the hard part is making it look so uniform when duplicating them to make the rest of the shape
EDIT:
I was thinking about deforming it to a path, didn't have any luck
any ideas on how this shape can be made? Thanks guys!
hey man,
I thought it would be that easy to, I'm probably doing something wrong:
it seems that the mesh has a bend for every leaf that makes it look more uniform, not sure if im missing anything here!
I made mine by using array modifiers and mirrors (no FFD or anything) which made it easy to see exactly how much I needed to scale up the radius of the 'leaveas' as I could fit them together as I was modeling it.
I started with a circle but looking back it'd probably be easier to start with a sphere.
There is a triangle as I didn't bother removing it as it smoothed fine and this was just a quick example.
Thanks dude! It kinda worked but it still alludes me how they managed to make the shape feel so more organic than what I have...
naw he must've been talking about problem you you solved
Or it could be the mesh posted lol.
Yes add more. But that's too much more than you need.
I want to model this shape for a small school project but I'm really not sure where to start. Its a very wierd, advanced shape and I was wondering if anyone could give me some pointers? Thanks!
It looks like an illusion, but from what it looks like, it's simply a bunch of bridges that all meet at the ends where the circular disks meet. That isn't hard in theory to model but it's all the more difficult because gauging the perception of the shape is completely fucked.
Now onto my own nooby question, how can I model this leg, specifically the leaf shape cutout. It's essentially a curved front with a squared back area, atleast it looks that way..?
wires, wires close, smooth
I'm guessing it's due to how my edges are, with some of them ending in triangles. But I'm kind of drawing a blank on how to fix it ;;
Here's the reference I'm using for the pillar:
I could always tuck the edges under the trims but I kind of want to make the entire pillar in one object :c
Thanks for any ideas you guys may have! And I hope my problem isn't stupidly silly haha.
That's a pretty sick shape - I'd try to break it down into modular pieces that can be fitted together into a sphere. Perhaps try with a icosahedron for a start.
If it still doesn't get you going you can check out this table lamp from IKEA (I got it at home, that's why it came to thought) - Fillsta IKEA lamp. Here's the assembly instructions in PDF as well.
http://www.instructables.com/id/Universal-lamp-shade-polygon-building-kit/
Here you can find the pattern.
Just quoting this in hopes of getting a reply c:
It's hard to tell from the wireframe but the way the top of that column is laid out seems pretty wonky. I would delete all the polies on the top of the column, select the boundary you've left, extrude the edges in a little bit, and cap the border. Then, cut up that polygon into a grid. That may or may not help--again, it's hard to tell from your wireframe.
If I was you, I would make it using spline shapes and a loft path. You might be able to get away with just 3 shapes, and then let it morph from one shape to another. At least it would be the easiest way to get the base shape, imo, especially if you want to adjust it.
A video tutorial about shapes/loft can be found here: http://cgi.tutsplus.com/tutorials/using-splines-to-quickly-create-highly-complex-geometry-in-3ds-max--cg-1596
I think i have an easy one four you guys!
I cant figure out how to make this with quads and a nice mesh when smoothed.
Any tips?
Pretty simple