Mine's kind of elongated, but the results are close to what I was aiming for. Also did it in about 30 min (in between actual work, I'm at the office). Thanks for the help Perna and Pedro, this was a fun little exercise. Before now, I hadn't really used booleans efficiently.
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.
Mark: They end near a flat surface. Within a flat surface you can literally do whatever you want, as there's no way to get bad shading on a flat surface. So if you need to terminate those loops, that's a great place to be doing it.
Granted I'm no expert, but I didn't see the one section that has the "Aimpoint" which is more flattened out than the rest. I can't think of a better description. However, looks awesome! I was really impressed by the shape and had to try it out myself!
Hi SuperFranky I'm not asking for the whole model , I'm just asking for the pattern of the handguard ( These diamond holes in between the rails ) . Here's what I got so far .
And yes , I did spend 2 hours scratching my head but still no luck . This is the closest one that I can get
Made some progress on the bottom part, looking right now, but the corner piece running towards to the top is too flat, and the connection at the top is just plain wrong atm!
Using the above topology I ended up with this... its kinda like this but maybe needs a little more roundness on the corner pieces?
Hi SuperFranky I'm not asking for the whole model , I'm just asking for the pattern of the handguard ( These diamond holes in between the rails ) . Here's what I got so far .
And yes , I did spend 2 hours scratching my head but still no luck . This is the closest one that I can get
CoD67 the simplest way to make the shape is break it up into two. Since the rail and the holey-tube-can'trememberthename are two pieces in real life.
Create the pattern as a plane and make it so you can tile it. My topology isn't optimal and yielded some smoothing errors so I would try simplifying yours.
Give it some depth and any additional geometry.
If you are using Max I think you can use a Bend, I'm not sure how it works. If you are using Maya switch from Polygon to Animation and under Create Deformers you can create a Non-Linear Bend deformer. In the channel box rotate it and expand the bend1 node and play with the curvature. Make sure to delete your history after that otherwise it'll go wonky when you try to move it.
If you are planning on adding the gas chamber holes as part of the low poly, I'd consider either hardening up the highpoly's curves or you'll have to do some fancy geometry work so your lowpoly has enough geometry to support the curves and bevels.
The pattern looks good, but now the handguard is no longer circular, and the rails on the side are half the size they should be. Get the scale resolved and you've got it.
I've read a few pages and learnt that Booleans are obviously an incredible way of getting form out fast;
I also read from a thread a couple of years back that perna did a write up on this. Don't suppose anyone has got it or knows where I can locate it? The scoop hard surface model produced in 20 minutes via Booleans (found a couple of pages back) got me incredibly intrigued.
Cheers for that warren, I've just gone through it and struggled to find a lot of info into this Boolean technique any idea where I could read up on it more?
Seeing a lot of boolean being used. At a time wasn't using booleans a last resort kind of thing?
Booleans have always been perfectly fine on surfaces that are flat/dont deform and while it is true that you can still get messy results with them, that is more often than not due to using poor geometry (incorrect number of sides etc.) and expecting miracles because magic.
I think it was mainly a fallacy that was constantly regurgitated by people without questioning why it was apparently bad. Unfortunately misinformation seems to spread faster than the truth as people tend to accept easy information that is reinforced on a forum because it's much easier than having to do the grunt work of actually learning about the subject. :P
Hey guys, I've been struggling to create the shape of this cartridge slot without messing up the smoothing with those sharp corners. I don't even want to show how bad my attempt turned out lol. Any ideas on how to go about it?
Sorry if this is a stupid one, I just can't seem to get it right. Thanks!
I tried with a boolean and changed its topology to something semi-decent since I want to smooth it a bit but I still cant seem to fix the corners can anyone give me a hint ?
Personally, I'd go with a quadsphere (which can be made by making a cube and upping the Sub-Ds) so you can get clean quads to cut out. Something I threw together really quickly...
I tried the Quad shpere too but as your result show i wasn't able to make the shape circular enough compared to a regular shpere the smoothed cube just seem too flat on the corner
I tried the Quad shpere too but as your result show i wasn't able to make the shape circular enough compared to a regular shpere the smoothed cube just seem too flat on the corner
The normal subdivided cube will never be a perfect sphere, but you can just subdivide a cube 2 times and then shrink wrap it onto a sphere to get a more spherical shape.
I'm kinda surpised 3d packages don't have an option for a geosphere yet, I normally keep a 2x subdivided geo sphere in my scenes to duplicate when needed.
In Maya I just take a cube and Bevel the edges with the Offset (Fraction if you're in 2015) set to the maximum value, and with Merge Vertex on. It's not 100% perfect, more like 95%, but good enough for modeling.
Actually, here is some MEL I just quickly slapped together.
Personally, I'd go with a quadsphere (which can be made by making a cube and upping the Sub-Ds) so you can get clean quads to cut out. Something I threw together really quickly...
hope that helps!
look at Coldz. his got a ngone there, sometimes n-gones are wonderfull!
Dave Jr, that looks fine to me. If you're baking to a normal map, it doesn't matter if you keep those as two objects. If you want it all as one, try extruding/bridging the bottom edges of your coil.
I completely agree Throttle Kitty. However; I'd just find a cleaner way to end the edges of your threads so that their mesh is smoothed out into the main body of the cylinder. But if you're looking to bake this, then floating geometry should work just fine.
Is there reason why you'd want to make them into a single mesh? Just curious
I completely agree Throttle Kitty. However; I'd just find a cleaner way to end the edges of your threads so that their mesh is smoothed out into the main body of the cylinder. But if you're looking to bake this, then floating geometry should work just fine.
Is there reason why you'd want to make them into a single mesh? Just curious
I just wanted to learn how to form shapes together using Boolean. Recently I've seen all sorts on here like scoops etc made extremely quickly. I've always avoided using Booleans and didn't realise they could be so handy.
If you haven't already I suggest you take a look at MeshFusion in Modo. It's a different kind of boolean system. The advantage is that it's non-destructive and you can do very complex intersections. But the downside is that it returns a rather dense mesh, so it's good for highpoly but not so much for lowpoly.
As long as the area is flat and it looks good there won't be any problem (as long as the part doesn't need to deform). The only thing that matters with the highpoly is that the shading looks smooth, if it does just go right ahead and bake it.
The end result topology of a highpoly object doesn't really matter, so long as the shading and smoothing looks fine. You've only really got to worry about topology when you are still in the modeling phase and are trying to keep it clean so you can easily add in detail or if you plan on sculpting it.
I'm curious about the panel lines, are those just riveted into the model or did you model each 'piece' itself and then fit it all together?
Replies
Thank you, this helped a lot.
How can i model this. help pls.
Granted I'm no expert, but I didn't see the one section that has the "Aimpoint" which is more flattened out than the rest. I can't think of a better description. However, looks awesome! I was really impressed by the shape and had to try it out myself!
Been trying to get this shape made as accurate as possible, but there isn't much in terms of reference for me to work from other than this image!
I'm trying to make the clamp connection element, which I've dissected, but i'm having issues getting the multiple curves in, which one always breaks.
Here's what I've got...
I just can't seem to get the smoothing right at the strut parts, not at the top. I think its something to do with how my loops are?
Any help would be great!
I'll give you a tip: duplicate and bend
And yes , I did spend 2 hours scratching my head but still no luck . This is the closest one that I can get
Using the above topology I ended up with this... its kinda like this but maybe needs a little more roundness on the corner pieces?
Maybe like this:
Edit: top being the bottom the image! hah
Create the pattern as a plane and make it so you can tile it. My topology isn't optimal and yielded some smoothing errors so I would try simplifying yours.
Give it some depth and any additional geometry.
If you are using Max I think you can use a Bend, I'm not sure how it works. If you are using Maya switch from Polygon to Animation and under Create Deformers you can create a Non-Linear Bend deformer. In the channel box rotate it and expand the bend1 node and play with the curvature. Make sure to delete your history after that otherwise it'll go wonky when you try to move it.
Here's my pattern
How it's look on the *unfinished* handguard .
Wireframe
I also read from a thread a couple of years back that perna did a write up on this. Don't suppose anyone has got it or knows where I can locate it? The scoop hard surface model produced in 20 minutes via Booleans (found a couple of pages back) got me incredibly intrigued.
http://www.polycount.com/forum/showthread.php?t=134116
It's in his sig.
Booleans have always been perfectly fine on surfaces that are flat/dont deform and while it is true that you can still get messy results with them, that is more often than not due to using poor geometry (incorrect number of sides etc.) and expecting miracles because magic.
I think it was mainly a fallacy that was constantly regurgitated by people without questioning why it was apparently bad. Unfortunately misinformation seems to spread faster than the truth as people tend to accept easy information that is reinforced on a forum because it's much easier than having to do the grunt work of actually learning about the subject. :P
Sorry if this is a stupid one, I just can't seem to get it right. Thanks!
Here's my file
http://www.mediafire.com/view/o4cctm5i4t6ta3k/Sphere__Shape.obj
Personally, I'd go with a quadsphere (which can be made by making a cube and upping the Sub-Ds) so you can get clean quads to cut out. Something I threw together really quickly...
hope that helps!
Actually, here is some MEL I just quickly slapped together.
2015:
2014 and below:
I may write a proper one later that auto detects your maya version, and lets you specify how many divisions you want.
ref:
What I've got;
I know Booleans are used quite often in this case; but as I typically avoid using them I wouldn't know how/why.
Edit: I know I've got 2 turns looked better
I completely agree Throttle Kitty. However; I'd just find a cleaner way to end the edges of your threads so that their mesh is smoothed out into the main body of the cylinder. But if you're looking to bake this, then floating geometry should work just fine.
Is there reason why you'd want to make them into a single mesh? Just curious
I just wanted to learn how to form shapes together using Boolean. Recently I've seen all sorts on here like scoops etc made extremely quickly. I've always avoided using Booleans and didn't realise they could be so handy.
I will use particles, not sure exactly how he did.
I'm curious about the panel lines, are those just riveted into the model or did you model each 'piece' itself and then fit it all together?
Looks like its separate parts. Much easier to create stuff that way.
Something like this
Maybe this one too.
I want to work with HexaSphere, separate couple pieces, make it hight detailed and copy to rest of surface of orb, but how? Some tips in Maya?