Yooo, I was wondering if I can get pointed in the right direction on how to make this telephone.
Specifically, the phone itself, where the long tube esk part connects to where you hear and talk. I'm stumped. Also, more specifically, this The handle is a little more rounded.
Well, I haven't really attempted anything. I have kind of an idea of what I could try, but other than that I'm stumped.
I'm thinking maybe attach these two objects, and weld some vertices together along the top?
Hi guys, I've already posted a thread for this, but what the hell I'll post it here as well . I'm trying to model the junction of the hood and bumper/wing of the car, but I can't make it without the pinching. I've tried making the supporting edges loop all around but it just pinches all around, even if I smooth it out. So if any of you has any idea on how to achieve this, just let me know!
I've tried a few times to get the shape, but I can't get it all working as one piece, I just end up with curves that aren't curved and awkward seams... I've even tried adding more geo, and that didn't work. ; _ ;
Did you start with a box and a half sphere and just connected them?
Pretty much. half sphere with a flat top. modeled the box close to the sphere. cut a hole in the sphere for the connection, connected and cleaned the mesh.
I'm trying to model a Winchester Repeater 1873 . It's been two days and I'm still struggle to find a way to make these edges . Can someone give me and idea ?
stealth: It can, in theory, be done manually. However I would encourage you to explore more traditional options unless you're happy to significantly slow down your workflow.
I have written on this topic before, but only as a means to help people understand how subdivision takes place.
Sweet thread. I've just started learning Max after several years of (painfully) modeling in Maya and its a godsend, finding so many cool tools. Does anyone happen to know if there are advanced tutorials for modeling shapes like in this thread, ideally Max specific? Anything you could recommend would be great. Cheers
Sweet thread. I've just started learning Max after several years of (painfully) modeling in Maya and its a godsend, finding so many cool tools. Does anyone happen to know if there are advanced tutorials for modeling shapes like in this thread, ideally Max specific? Anything you could recommend would be great. Cheers
Thank you. One more beginner question: what kind of tool are you using when an edge needs to be reinforced, but loop cut is not an option (because of triangles, poles etc). Are those just manual cuts? Sometimes I try to use inset faces, but usually the result is not good.
It all depends really, if your running into a triangle or ngon that is stopping a loop from following through, you could always just quad that tri out if it allows your loop to flow in the direction you want it.
I manually cut support loops for more complex shapes every now and then, but i always check constrain to edge and drop my custom loop down to the edge it's supporting, and then bring it slightly back up so it's more uniform with the supported edge.
There are so many ways to add support loops, chamfers, edge extrudes, loop tool, cut, etc etc etc. Finding which works best for you is a matter of running into many problems with meshes while practicing, and knowing what shapes could utilize certain techniques for the proper support.
Post a pic of your problem and i'm sure we could help. It's probably not as complicated as you think
Thanks. No project in particular, i just try to grasp the basic techniques. I can usually do well while i can operate with edgeloop cuts, but if I can't and start with manual cutting it usually just leads from one problem to an other..
As said already, however what I do when there's a large loop that needs to be completed that's broken by a triangle, instead of manually working my way around the entire loop and cutting it in, I'll dissolve one edge of the triangle (Creates an NGon) and then edge-loop both sides. Then I'll just cut in the last edge and re-connect the triangle. This way you get even edges.
Insets are useful too, although it can get messy sometimes...
I have tried the box inset method with spherify, however this does not yeild perfect results and the "corners" of each pendentive are too thick; the other method with spheres uses approximation. In other words, how would you do it without using the booleon methods.
I'd say it depends on the particular 'pendentive'. Post a reference your shooting for. The ones on wiki vary, and i'm unsure what you're trying to achieve with your examples.
Well. I think this is a strange one because few (if any) real world examples of a pendentive would come to an impossibly thin point. Unless it was a metal sculpture or something weird.
This is the best I could come up with. You could get a bit thinner if you start with less geo, or remove geo. But then you'll have a chunkier curve and might be more prone to shading errors.
Perhaps Per will swing in and drop some knowledge.
s6: How did you make that, it seems like a lot of manual work was involved?
I'm wondering if there's a slick, mostly automated way of doing this
Not much. I worked on 1/16th of it then did sym all the way around. Removed a couple edges. The only thing I did manually (Obviously( was cut 2 loops front and back + clean up boolean geo. I'll do a gif in a sec.
Imad: The shading isn't perfect, but this is probably the simplest approach.
Boolean a box and quad sphere
Invert selection and delete to remove the big ngons
Remove the tris
Yes that method worked best although it STILL needed a little welding of points which in turn caused them to move ever so slightly. But ends up very nice I think. Unless ofcourse there is a better solution.
Your images did disappear. I saw them before they went though.
Per, I think using one less subdivision like you did would work out better. You can always chamfer that edge.
This one ended up a little thinner.
1. Box
2. Sub divide 4 (i think) times
3. Spherify
4. Boolean.
5. Cut away all the geo that can be mirrored and only work on one section. Note: You will have to use 45 degree angles for some symmetry.
6. Clean up/support/chamfer.
7. Subdivide.
Edit: IMAD: You're better off starting with a subdivide box that is spherized. You won't get those poles at the tip of the shape where all the loops converge.
Imad: You're not going to get a mathematically perfect circle because the vertices at the intersection are not equidistant. I just tried this and the difference is insignificant. If you for some reason need it mathematically perfect, simply snap those verts to a cylinder plane
edit: You're getting a much bigger difference than me. Maybe because of how you dealt with the ngons? I just collapsed the triangle borders
thanks for reply, don't worry it was just an observation, i dont need it to be super perfect, your first solution was spot on
Basically this is made out of some shapes, bools and rock´n roll.
First you should block out the shape with primitives until it looks fine. Then match the sides of the cylinders and cubes until they line up. Then you just have to bool and weld some vertices. Then you place your control loops.
Replies
Specifically, the phone itself, where the long tube esk part connects to where you hear and talk. I'm stumped. Also, more specifically, this The handle is a little more rounded.
I'm thinking maybe attach these two objects, and weld some vertices together along the top?
hand made subdivision
It could be very universal and usefull to know.
There are three stages of vertices:
1) hand made subdivided
2) half way subdivided
3) unsubdivided
Known procedure is only for number one. It is possible to exactly position number 2 and 3?
Omg. Per so sexy.
Thanks! :poly121:
I've tried a few times to get the shape, but I can't get it all working as one piece, I just end up with curves that aren't curved and awkward seams... I've even tried adding more geo, and that didn't work. ; _ ;
Pretty much. half sphere with a flat top. modeled the box close to the sphere. cut a hole in the sphere for the connection, connected and cleaned the mesh.
This is what I got until now .
Thank you. I thought I could use it when I need to match two different more complicated objects with different edges.
You've come to see the light, I am proud my son.
just model your object the simplest way you could think of. don't worry too much about n-gon or triangle
a mini-tut for similar shape
.
I'm interested only in the blade part. Please give me some pointers, thanks
Not perfect, but it should work if your just going to bake it/use it in game.
Thanks, much nicer than my tries!!. Could you post a pic of the wire before subd, please?
Just start by establishing your shapes and angles, then support. You may be over thinking.
I manually cut support loops for more complex shapes every now and then, but i always check constrain to edge and drop my custom loop down to the edge it's supporting, and then bring it slightly back up so it's more uniform with the supported edge.
There are so many ways to add support loops, chamfers, edge extrudes, loop tool, cut, etc etc etc. Finding which works best for you is a matter of running into many problems with meshes while practicing, and knowing what shapes could utilize certain techniques for the proper support.
Post a pic of your problem and i'm sure we could help. It's probably not as complicated as you think
Insets are useful too, although it can get messy sometimes...
http://en.wikipedia.org/wiki/Pendentive
I have tried the box inset method with spherify, however this does not yeild perfect results and the "corners" of each pendentive are too thick; the other method with spheres uses approximation. In other words, how would you do it without using the booleon methods.
Thanks
This is the best I could come up with. You could get a bit thinner if you start with less geo, or remove geo. But then you'll have a chunkier curve and might be more prone to shading errors.
Perhaps Per will swing in and drop some knowledge.
The wrap around the grip is the one area I'm not sure I can model. I have 3ds Max and Zbrush.
Not much. I worked on 1/16th of it then did sym all the way around. Removed a couple edges. The only thing I did manually (Obviously( was cut 2 loops front and back + clean up boolean geo. I'll do a gif in a sec.
Are those pictures working, the links are already dead?
I'm using dropbox share to upload the images.
Yes that method worked best although it STILL needed a little welding of points which in turn caused them to move ever so slightly. But ends up very nice I think. Unless ofcourse there is a better solution.
Per, I think using one less subdivision like you did would work out better. You can always chamfer that edge.
This one ended up a little thinner.
1. Box
2. Sub divide 4 (i think) times
3. Spherify
4. Boolean.
5. Cut away all the geo that can be mirrored and only work on one section. Note: You will have to use 45 degree angles for some symmetry.
6. Clean up/support/chamfer.
7. Subdivide.
Edit: IMAD: You're better off starting with a subdivide box that is spherized. You won't get those poles at the tip of the shape where all the loops converge.
interestingly
when you use the cube inset method, and use spherify the highlighted line below is not actually a circle, ive compared it with a sphere in top view
thanks for reply, don't worry it was just an observation, i dont need it to be super perfect, your first solution was spot on
First you should block out the shape with primitives until it looks fine. Then match the sides of the cylinders and cubes until they line up. Then you just have to bool and weld some vertices. Then you place your control loops.
Also, if I DID want it to be perfectly smooth then would I need to align each of the points along the lines of the larger cylinder.
http://www.polycount.com/forum/showthread.php?t=135867
Forgot to post this thread back when you asked about the wrap.