Insetting (or outsetting if you're not fan of inverting selection) area around the cylinder should get rid of your problem by moving the triangle on a flat area where it won't be visible.
It depends on what your target platform is. Are you making assets for a next gen racing game, or a mobile platform? Or is it for an open world game like GTAIV? In games that are just cars, polycounts on the cars and rims tend to be very high, you could bevel and use a normal map if it makes the end result better.
Hi all! I'm having trouble with the window frame of the mig29 I'm modelling.
I need a smooth curved hardsurface, but the edges are too noticable. I tried many ways to hide it but i can't find the solution. That's why i'm here, maybe there's somebody who can help me.
I'll attach some pictures of the problem.
thanks
I think it might be simple enough to take a cylinder, bevel the edges to give a more smooth transition from the top to bottom, then boolean out the sides and clean up your edges. Then then center is just a extruded semicircle.
Someone might have a better idea, but that was the first thing that came to my mind
I am in the process of modeling a M67 Fragmentation grenade. I have a start on it, but I am having a bit of trouble with it. Any help would be appreciated.
I am in the process of modeling a M67 Fragmentation grenade. I have a start on it, but I am having a bit of trouble with it. Any help would be appreciated.
Here is an image with the problem area I am having. I blocked in the shape, as you can tell the shape is a bit more complicated. I have a good start on the long thin metal part and I am done with the pin/ring. Just having trouble with this area (highlighted in red).
What they're asking for is for you to show a model of where you started and what specific geometry you're having trouble with. That way they can critique on the approach to help you better your technique. When you say you're having trouble with the red part, well the red part is pretty big in the amount of detail... and there are a lot of small aspects you could potentially have trouble with.
So what part of that red part are you having trouble with? Do you have any geometry to show us so we can better comprehend what you're having trouble with? Would love to help you out! Just need to see what exactly you need help with.
Uncommon gifts for him
Greetings!
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i would make them just a small bit thicker!
those little metal parts that hold the bar are a bit too thin in my oppinion.
They dont look like they would hold much weight. :P
I think the bar should be longer and the weights bigger, so you get a more interesting silhouette
Not really sure where to ask this question, but my model has some weird normal deforming going on and not sure how to fix it (The dark part of the door). Im using modo 701 with default lighting, default everything really.
Huh guess my other post didn't go through. I checked for over lapping nothing there, or materials as I tried several other maps. Got me stumped... Tried flipping the normals back and forth too.
I don't use Modo, but I have encountered similar problems in Maya. In Maya, I unlock the normals for the mesh, and use the "set to face" tool. This has solved the problem for me in the past. I'm not sure if their are similar tools in Modo. I have also found you can get this type of shading if the topology isn't quite right. You didn't post a wireframe so might not be this but just thought i'd mention it.
Run the Mesh Cleanup tool under Mesh Edit tab a couple of times, it should fix errors on your mesh. btw it doesn't exactly fits in this thread it's not about subdivision modeling but fixing an error, just saying.
@ Drone Not sure about that, haven't seen anything like a "set to face" in Modo yet. The link below has a wireframe included.
@igi yeah sorry about that, I did however notify in my first post that I didnt know if this was the right place to ask. I tried your suggestion and meshcleanup said there was a few normals that had been "fixed" but I haven't seen a change in render. I have moved it to a new thread. http://www.polycount.com/forum/showthread.php?p=2141154#post2141154
Hi, I've followed this thread for months now, but no matter how many videos or tutorials I follow, I still have a hard time figuring out how to stop loops.
Sometimes I just want for the loops to stop circling around the model, other times (like in this model of a screw) I guess it's fine for them to keep going, but I don't know where they are supposed to end. Any help would be appreciated.
So here is the parts that are giving me trouble. I have the are blocked in, but I do not know hot to incorporate these shapes, the half sphere being my biggest problem.
Hi, I've followed this thread for months now, but no matter how many videos or tutorials I follow, I still have a hard time figuring out how to stop loops.
Sometimes I just want for the loops to stop circling around the model, other times (like in this model of a screw) I guess it's fine for them to keep going, but I don't know where they are supposed to end. Any help would be appreciated.
I find that with screws, it's much easier to use fewer sides on the helix and creased edges instead of support loops. In my example the helix has 8 sides. The lower side count allows deeper threads to tie off at a smoother angle where the threading ends. There are some minor visual artifacts near the tie-off point, but that's likely not to be an issue unless the shot is very close, at which point another turbosmooth iteration would resolve the problem.
Keep an eye on which edges are not creased in my example below or the result will not be the same.
i swear its the same thing over and over again in this thread. Guys TRY the shapes first and see where you fail before you ask for help. Then if you can't really figure it out then post pics and ask for help.
Hell try to just take a photo and draw over it in photoshop real quickly where you think edges may run and you might find that helpful as well.
So here is the parts that are giving me trouble. I have the are blocked in, but I do not know hot to incorporate these shapes, the half sphere being my biggest problem.
If you read the last 5 pages you'll probably have found what you needed, also it's usually advised to at least post your attempt otherwise you could be asking for a solution without any attempt. You'll never learn then...
Here:
It's a very simple shape, you simply need to create a cylinder with enough edges, in this case 16 and then move the loops around to accommodate the shape. The cutout on the top of the can needs more geometry to support its shape so I then increased the subdivision level, collapsed it and then worked the shape out.
I think booleans are just what you need. Just make sure you make proper objects to cut your cylinder with them. Use some kind of bullet shape for the long cuts and simple cylinders for cuts in between. Or make a torus that will intersect with the mesh creating the cuts you need on the whole cylinder. That shouldn't be too hard. Too bad I gotta go to sleep, otherwise I'd show you in screenshots. If you're still confused by tomorrow, shoot me a message.
Shini: Learn to visualize which primitives construct a shape. This is one of the most important skills to have, so put in plenty of practice hours. Nevermind how many segments to use. Just get the shape right first.
using pernas advice you can crank this shape in 20min.
Hijacking Shinigami's question here, but how high poly should the components be for a boolean to achieve this? Before smoothing the result, that is. Should it simply be 3 polygons wide for each indentation? Like so?
Replies
Is there any specific reason make you want to get rid of that triangle, because it's not gonna cause any artifact
It's not? It looks like pole on edge of cylinder.
Insetting (or outsetting if you're not fan of inverting selection) area around the cylinder should get rid of your problem by moving the triangle on a flat area where it won't be visible.
Oh. And...nicely planned topology :poly121:.
He may be using creases...
Creases . . . still need control loops, it's just doesn't need control loops everywhere
I will use bevel if i use insert, this sould be good thenks again.
(sory my bed english i learn it )
is (low poly + normal map) better than (beveled lowpoly) right ?
if so, i will need control loops.
I guess, Circle need more corner ?
I need a smooth curved hardsurface, but the edges are too noticable. I tried many ways to hide it but i can't find the solution. That's why i'm here, maybe there's somebody who can help me.
I'll attach some pictures of the problem.
thanks
This is what I have so far.
Thanks!
I think it might be simple enough to take a cylinder, bevel the edges to give a more smooth transition from the top to bottom, then boolean out the sides and clean up your edges. Then then center is just a extruded semicircle.
Someone might have a better idea, but that was the first thing that came to my mind
Good Luck!
I am in the process of modeling a M67 Fragmentation grenade. I have a start on it, but I am having a bit of trouble with it. Any help would be appreciated.
- D. Carmine
It would help if you describe your problem.
Here is an image with the problem area I am having. I blocked in the shape, as you can tell the shape is a bit more complicated. I have a good start on the long thin metal part and I am done with the pin/ring. Just having trouble with this area (highlighted in red).
- D. Carmine
What they're asking for is for you to show a model of where you started and what specific geometry you're having trouble with. That way they can critique on the approach to help you better your technique. When you say you're having trouble with the red part, well the red part is pretty big in the amount of detail... and there are a lot of small aspects you could potentially have trouble with.
So what part of that red part are you having trouble with? Do you have any geometry to show us so we can better comprehend what you're having trouble with? Would love to help you out! Just need to see what exactly you need help with.
Hope to hear from you soon!
http://fotki.yandex.ru/users/super-darcvizer/
https://www.google.com/search?q=Trijicon&safe=off&client=aff-maxthon-maxthon4&hs=j4E&affdom=maxthon.com&channel=t26&source=lnms&tbm=isch&sa=X&ei=stobVMrbLaKuygOT_4KgBw&ved=0CAgQ_AUoAQ&biw=1872&bih=920#q=Trijicon&safe=off&affdom=maxthon.com&channel=t26&tbm=isch&tbs=isz:lModify
Greetings!
What a pretty post.I am appreciate to publisher who posted this awesome story.Such a auspicious write-up.Excellent information to keep up your good working.I am impressed after read and see your post.I am really got a new usefully ideas and interesting helpfully information from your site.Definitely experienced webmaster.I love it.Thanks a lot for sharing that.Keep it up..For more information you can visit on this site:http://www.uniquepedia.com/ .Thank you!
those little metal parts that hold the bar are a bit too thin in my oppinion.
They dont look like they would hold much weight. :P
I think the bar should be longer and the weights bigger, so you get a more interesting silhouette
@igi yeah sorry about that, I did however notify in my first post that I didnt know if this was the right place to ask. I tried your suggestion and meshcleanup said there was a few normals that had been "fixed" but I haven't seen a change in render. I have moved it to a new thread. http://www.polycount.com/forum/showthread.php?p=2141154#post2141154
Sometimes I just want for the loops to stop circling around the model, other times (like in this model of a screw) I guess it's fine for them to keep going, but I don't know where they are supposed to end. Any help would be appreciated.
- D. Carmine
I find that with screws, it's much easier to use fewer sides on the helix and creased edges instead of support loops. In my example the helix has 8 sides. The lower side count allows deeper threads to tie off at a smoother angle where the threading ends. There are some minor visual artifacts near the tie-off point, but that's likely not to be an issue unless the shot is very close, at which point another turbosmooth iteration would resolve the problem.
Keep an eye on which edges are not creased in my example below or the result will not be the same.
Hell try to just take a photo and draw over it in photoshop real quickly where you think edges may run and you might find that helpful as well.
Edge modeling + booleans for half sphere shape
Also first you need to show us what you tried. That's like your ticket to get any help ;p
I find using booleans easier and faster if you want to weld a circular shape into something else. But that's just me, for each his own
If you read the last 5 pages you'll probably have found what you needed, also it's usually advised to at least post your attempt otherwise you could be asking for a solution without any attempt. You'll never learn then...
Here:
It's a very simple shape, you simply need to create a cylinder with enough edges, in this case 16 and then move the loops around to accommodate the shape. The cutout on the top of the can needs more geometry to support its shape so I then increased the subdivision level, collapsed it and then worked the shape out.
Probably better ways to do it but meh.
Perfect sketch, that's how I would to it:thumbup:
Hijacking Shinigami's question here, but how high poly should the components be for a boolean to achieve this? Before smoothing the result, that is. Should it simply be 3 polygons wide for each indentation? Like so?