ok, so I ran into another issue while modelling my first car
The problem is that I have to blend this part of the fender into cylindrical shape which becomes a headlight. First, I tried to make the fender as a whole and arrange verts into the cylindrical shape. Didn't work out. Then I tried to make a cylinder and blend it into fender but that didn't work out too. Now I'm thinking about two ways of doing this: 1) make a cylinder, than boolean it with the fender and clean up geo 2)make a cylinder and move verts of the fender into the shape I need using the cylinder as a background constraint.
Just visualize the flow, and keep in mind that the trick to creating smooth curvature is to use as little geo as possible for your subd cage. Try to push it down to the absolute extremely low end. The only tricky area here is marked in A. Other than that, it's just very simple curved shapes. There aren't even any tricky hard/soft interactions going on here.
thanks a lot for the advice. It seems that my first try should have been the last if I had more patience...
I'm at my first year at the university of hertfordshire, doing 3D Games Art. I have to model a car, and decided to go with a Cadillac. Do you have any tips or advice regarding how can I model THIS bit of the car.
I have already started modelling one square with the detail in the center, and I was going to duplicate it. But I don't know if there is an easiest/faster/better way to do it!
Hi guys
I want to ask is there any modeling books or videos that learn me how to draw complex segments and topology and how to model hard or complex curvature in s mesh?
Leon: You'll need to show your mesh in order to get any feedback.
Sorry about that! So here is the car:
And this is the detail I'm working on right now to create the metal grid:
I was thinking in creating one or two combined and then duplicate it... But maybe you guys can show me a better way!
I was thinking in creating one or two combined and then duplicate it... But maybe you guys can show me a better way!
this is best way to make this grill
start with plane with good angle http://i.imgur.com/7fcBxau.jpg
connect to segments and make this (It is probably not 100% correct)
but as an inspiration it's alright http://i.imgur.com/sF13WS1.jpg
and dont forget to ffd 3x3x3 and move just middle points little bit forward
Hello everybody!
I cant solve how to fix a smoothing problem with the back of a bus. I've tried many variations...
(and don't wanna increase poly count of it)
Does anyone can help? (how should i change tipology to fix that?)
this is best way to make this grill
start with plane with good angle http://i.imgur.com/7fcBxau.jpg
connect to segments and make this (It is probably not 100% correct)
but as an inspiration it's alright http://i.imgur.com/sF13WS1.jpg
and dont forget to ffd 3x3x3 and move just middle points little bit forward
Thank you SO much heklis!! The object you posted seems very "light" and I really need to keep the topology of this car as light as possible, thank you for that! I'll keep you guys updated if I need any other tips!!
Hi newbie here! I use Maya but I was watching a 3DS video in which the control verts on a line/curve was "filleted" to bevel the control verts to produce a rounded effect.
All I found online though for Maya was to break apart the curve at corners then use the fillet tool to create the curved corner. Can someone point me at the right tool? Thanks
I'm trying to tighten edges on the hole in thee cylinder (the most widespread problem as I understand), so I took a look at Polycount wiki for inspiration and came up with two solutions. The first one (which is closer to the outer rim) clearly sucks. The one which is closer to the center gets its job done but I'm sure there is a better way to this. Any better solutions?
@Alex: I would slide the lower vertex to the right a bit. EDIT: or you can try to switch 2 edge loops which support the corner where pinching occurs.
Having some trouble modelling this shape, Not sure how to approach it
This is bigger, its the gold bit near the canister and handle. Not sure how to approach it, I have the bolt type bit done, just not sure on the other part.
@perna: thanks, it seems that the best solution is often the most obvious one.
@ZacD I'm trying to use as less geo as it is possible for a challenge.
Also I'm having a hard time trying to model car seats properly. I even drew some guidance mesh, tried to follow it but it looked wrong and it still looks wrong. I can't understand how to catch its smoothness, it doesn't look natural, it looks like a bunch of shapes thrown together. Is it my geo? Should I add MORE? Every time I threw an edge loop there the shape becomes very awkward/angular.
Hello everyone I have a simple question that has bugged me for sometime, and that is the crease tool vs insert edge loop tool. Some people model when they are on smooth preview in maya and from time to time use edge loops on the edge of the polygon to give it a shape loop, but I also seen it with the crease tool. What is the advantage of using one over the other? or is there even a difference besides one adds more polygons.
If someone could help me I would really appreciated.
Edge loops are transferable between modeling apps, edge weights/creasing typically isn't. So if you're only going to be using one modeling app, then creasing can be a more efficient workflow...
Having some trouble modelling this shape, Not sure how to approach it
*huge ass picture*
This is bigger, its the gold bit near the canister and handle. Not sure how to approach it, I have the bolt type bit done, just not sure on the other part.
Do you got any other angles of that extinguisher? That might help.
Anyways, I tried a simple blocking. To me, it looks like a bunch of cylinders and boxes. Obviously the proportions are not to scale but this should help guide you.
Alright here is the mesh. The problem is the part just doesn't look smooth and clean like the other parts of the bike.
Also when i add edge loops for the sharp corners, the parts that are supposed to be smooth get weird edges on them.
It's either OBJ or FBX and they both gives the same results. The "send to" option ain't working for some reason, however i can "sent to" from MAX to SI (they both 2014 version)
(I'm hiding the top because I didn't manage the edges properly)
Basically you just want to start with a sphere with a lot of divisions, I started with 128 edges, ended up with 192, but it looks like you'll want a bit more than that to exactly match the concept.
I've got this steam locomotive I'm making and I want to make it as easy to animate as possible. I hope that by rotating one bone in the main wheel, everything will automatically function (as it does in the real world?)
I'm having trouble rigging these circled bone chains, I'm fairly new to actual rigging, and all the IK stuff and angle constraints is a bit overwhelming, I'm not really sure how to go about it. IK doesn't really seem to solve my problem because I need the end of the chain to slide back and forth into the piston chamber.
The wheels themselves and the basic braces between them work fine, it's just the more complex mechanical links to the pistons that I can't work out.
Sorry if there's some other thread for asking rigging stuff, I couldn't find it.
There is no need to use bones for this. Its just a mechanical rig so its easier to set up with some nulls, parentings and constraints.
Its just a quick 2minutes setup but thats the way I would do it. Its just 2 nulls for each wheel and a third null which is position constrained to the second null of one wheel and direction constrained to the second wheel.
I need only to move 1 wheel, the second one gets is rotation information as an expression from the first one.
The pivot of the null/box is at the same point as rotaxis1. The box display with the offset is just to illustrate the moving piece.
I think you misunderstood me. The wheel themselves I have working fine, the problem is the rods and pistons that I wish to rig to the rotation of the wheels I am having trouble with. Thank you for taking the time though.
Hey guys, how would you prepare the edge flow of this shape for subdivision while retaining maximum accuracy all around? The only tricky bit is the rectangle cut, otherwise it's pretty simple.
When I do this my geometry literally floats above the base mesh. When I push it in the base mesh it eats recesses. I think I'm definitely doing something wrong. Can someone explain floaters to me?
edit: I guess they are called floaters for a reason. So this geo just floats above the base mesh and creates an illusion of holes/recesses? So you can bake it down into a normal map?
When I do this my geometry literally floats above the base mesh. When I push it in the base mesh it eats recesses. I think I'm definitely doing something wrong. Can someone explain floaters to me?
edit: I guess they are called floaters for a reason. So this geo just floats above the base mesh and creates an illusion of holes/recesses? So you can bake it down into a normal map?
Jep, they are only meant for baking. Because they "float" above the surface you would see them in normal renders
Hey guys. I'm creating a type 1 barricade. I'm having an issue with the grid pattern extrusions on the light casing. Any tips on how to tackle that? I know I could just do it in nDo using Photoshop and make it easier on myself, but I'd like to do it the manual way because I like doing things the hard way.
Replies
The problem is that I have to blend this part of the fender into cylindrical shape which becomes a headlight. First, I tried to make the fender as a whole and arrange verts into the cylindrical shape. Didn't work out. Then I tried to make a cylinder and blend it into fender but that didn't work out too. Now I'm thinking about two ways of doing this: 1) make a cylinder, than boolean it with the fender and clean up geo 2)make a cylinder and move verts of the fender into the shape I need using the cylinder as a background constraint.
How would you deal with that?
thanks a lot for the advice. It seems that my first try should have been the last if I had more patience...
I'm at my first year at the university of hertfordshire, doing 3D Games Art. I have to model a car, and decided to go with a Cadillac. Do you have any tips or advice regarding how can I model THIS bit of the car.
I have already started modelling one square with the detail in the center, and I was going to duplicate it. But I don't know if there is an easiest/faster/better way to do it!
Thank you!
I want to ask is there any modeling books or videos that learn me how to draw complex segments and topology and how to model hard or complex curvature in s mesh?
regards samy
Sorry about that! So here is the car:
And this is the detail I'm working on right now to create the metal grid:
I was thinking in creating one or two combined and then duplicate it... But maybe you guys can show me a better way!
start with plane with good angle
http://i.imgur.com/7fcBxau.jpg
connect to segments and make this (It is probably not 100% correct)
but as an inspiration it's alright
http://i.imgur.com/sF13WS1.jpg
and dont forget to ffd 3x3x3 and move just middle points little bit forward
I cant solve how to fix a smoothing problem with the back of a bus. I've tried many variations...
(and don't wanna increase poly count of it)
Does anyone can help? (how should i change tipology to fix that?)
thanx in advance!!!
perna, thx. but i still need some solutions for this object.
Could anybody show me a topology on this example?
this tip made by perna should apply to your situation.
http://www.polycount.com/forum/showpost.php?p=1923953&postcount=3468
also this
http://www.polycount.com/forum/showpost.php?p=1924533&postcount=3482
Thanx a lot!!!
Thank you SO much heklis!! The object you posted seems very "light" and I really need to keep the topology of this car as light as possible, thank you for that! I'll keep you guys updated if I need any other tips!!
Thank you again!
All I found online though for Maya was to break apart the curve at corners then use the fillet tool to create the curved corner. Can someone point me at the right tool? Thanks
I highly recommend dropbox, easy to use and plenty of space, with no bandwidth requirements or ads.
https://db.tt/P7SJOze
Thank you!
-Alex
@Alex: I would slide the lower vertex to the right a bit. EDIT: or you can try to switch 2 edge loops which support the corner where pinching occurs.
The easiest solution would be to start with a cylinder with more edges around, try something like 64 or 128, yours is at 24.
This little plugin is great for quick circles without no modifiers or hand drawn cuts etc.
This is bigger, its the gold bit near the canister and handle. Not sure how to approach it, I have the bolt type bit done, just not sure on the other part.
@ZacD I'm trying to use as less geo as it is possible for a challenge.
Also I'm having a hard time trying to model car seats properly. I even drew some guidance mesh, tried to follow it but it looked wrong and it still looks wrong. I can't understand how to catch its smoothness, it doesn't look natural, it looks like a bunch of shapes thrown together. Is it my geo? Should I add MORE? Every time I threw an edge loop there the shape becomes very awkward/angular.
If someone could help me I would really appreciated.
Anyways, I tried a simple blocking. To me, it looks like a bunch of cylinders and boxes. Obviously the proportions are not to scale but this should help guide you.
Also when i add edge loops for the sharp corners, the parts that are supposed to be smooth get weird edges on them.
I'm importing from Softimage to Max and my models looks kinda wierd there like that+
Whats those wierd hard edges there? And why when i'm exporting it from Max it's all triangulated?
I should have mentioned that they only look that wierd when i apply turbosmooth on
How would you go about making this?
The parachute,
EDIT: i feel bad not contributing to this thread now after checking back some pages. its 2 guys doing most of the help. IM SORRY
Basically you just want to start with a sphere with a lot of divisions, I started with 128 edges, ended up with 192, but it looks like you'll want a bit more than that to exactly match the concept.
I've got this steam locomotive I'm making and I want to make it as easy to animate as possible. I hope that by rotating one bone in the main wheel, everything will automatically function (as it does in the real world?)
Here's an image without the hightlighting.
I'm having trouble rigging these circled bone chains, I'm fairly new to actual rigging, and all the IK stuff and angle constraints is a bit overwhelming, I'm not really sure how to go about it. IK doesn't really seem to solve my problem because I need the end of the chain to slide back and forth into the piston chamber.
The wheels themselves and the basic braces between them work fine, it's just the more complex mechanical links to the pistons that I can't work out.
Sorry if there's some other thread for asking rigging stuff, I couldn't find it.
Its just a quick 2minutes setup but thats the way I would do it. Its just 2 nulls for each wheel and a third null which is position constrained to the second null of one wheel and direction constrained to the second wheel.
I need only to move 1 wheel, the second one gets is rotation information as an expression from the first one.
The pivot of the null/box is at the same point as rotaxis1. The box display with the offset is just to illustrate the moving piece.
I'm aware, point me to the FAQ rigging thread but I couldn't find it :P
Regardless, I got it working. Thanks anyway Wiki.
When I do this my geometry literally floats above the base mesh. When I push it in the base mesh it eats recesses. I think I'm definitely doing something wrong. Can someone explain floaters to me?
edit: I guess they are called floaters for a reason. So this geo just floats above the base mesh and creates an illusion of holes/recesses? So you can bake it down into a normal map?
I'm stucked with the modeling of the blade of this knife. I tried NURBS, Sub-D modeling but the result sucks... And idea ?
Thanks