This technique is actually already saving me a ton of time on that Garand. High poly is looking just as good/if not better without the insane topology.
Did you try looking at the extruded part front on? That's the only direction that it matters if the seam is visible (it probably will show in other directions).
It seems to work better the more segments I use.
I guess maybe I'm just being too anal and it will probably work fine once it's baked and has a more realistic material on it?
you probably won't see it in the baked normal map.
Ok I've got a general question, recently my workflow have changed, I have never worked on a higher subd (turbosmoothed mesh) and I always tried to add more edge loops on the first division (and it killed me to do that without pinches), but now I don't, these days I can only carve and add details on higher subds, and I just make the general form in the first division, I don't add edge loops I let turbosmooth do that for me and I make the details there, kinda like zbrush but I do it in 3ds max. The pros of it is that I almost end up without any pinches, but the huge cons of it is that I can never go back If I forget to add something earlier and I usually end up with 300k or 400k polys for example just exterior of a car. You guys do that or not? are there any better ways?
@Wintersun: I don't understand your described workflow, but I would answer your question with "I go for the highest amount of flexibility and editability that I can get in a reasonable way". Meaning if it becomes too much of a pain I'd settle for a less flexible solution, but when I can, I always go for something that is easily adapted to fit changing requirements. You'll notice my description is super generic, the reason is that I'd apply that principle for 3D, 2D, programming, music composition etc..
@Martin_H: Okay the simplest way I can say that is, I never used to collapse a turbosmooth in the stack and work on the high res mesh to add details, I used to add edge loops even if sometimes it gave me pinches, but now I let the turbosmoothed make more geo and edge loops for me and then I collapse and add the details. "The collapsing" part never lets you go back if you forget to add something in the previous part.
The general workflow you described makes sense tho.
Hello evereyone!
Currently I'm struggleing with a shape in 3ds max. It's a curved shape with square holes in it. I tried million ways to solve it, but it's always pinchy.I watched tons of tutorials about this, but they built these kind of holes in cylinders or on flat surfaces and my shape isn't like that. If i create more polygons, the topology will be chaos and i won't be able to relax the surface properly. Can someone help me with this? I can feel it's such a basic thing, but i just can't figure it out. Here are some pictures of it(it's a side panel of a mig29)...hope i link it correctly.(i've never use imgur ) :poly124:
Zoli, looks like something isn't welded correctly on the edge. Select every vertice and apply Weld to fix this. To see other problems, find Ngons in your mesh and fix them if they cause problems. (In ribbon menu, there's selection tool that can select faces with more than 4 sides etc). On that edge in the last screenshot, you don't have proper control loops there, I see that you have a chamfer there and one control loop on the top, try adding one more control loop to the left side and get rid of the chamfer...
Hello evereyone!
Currently I'm struggleing with a shape in 3ds max. It's a curved shape with square holes in it. I tried million ways to solve it, but it's always pinchy.I watched tons of tutorials about this, but they built these kind of holes in cylinders or on flat surfaces and my shape isn't like that. If i create more polygons, the topology will be chaos and i won't be able to relax the surface properly. Can someone help me with this? I can feel it's such a basic thing, but i just can't figure it out. Here are some pictures of it(it's a side panel of a mig29)...hope i link it correctly.(i've never use imgur ) :poly124:
You need more edges to support the shape curvature, also, don't be fooled by the blueprints, this is how they actually look
OK, so I'll look into the better topology, thank you guys....and thanks for the awsome reference picture, i couldn't find this kind of pic of its side.
If you look at other pictures, they are not even noticeable, something you can add to the texture (depends on what you want to do with the model anyway).
Hello guys. So I bought a tutorial from Gumroad about creating a next gen tire. The only difference is that he is using max and I am using Maya for modeling. So here is my problem:
Basically in tutorial he is using turbosmooth and smoothing groups to achieve that nice curvature so I was wondering how would I replicate that in Maya. I have been trying to solve this problem for about an hour but without a luck. Basically what I noticed in 3DS Max when he is adding divisions and when he does that each vertex gets averaged and when he applies smoothing algorithm(turbosmooth) he gets a nice curvature.
Just a quick edit:
Here is a better screenshot to demonstrate this problem.
Basically my edges are straight while his are averaged (Like when applying clark-catmull but without actually changing the shape of the mesh)
Trust me, you'd get better results if you treated large smooth surfaces as one continuous sub-div mesh. If you really wanted to model every panel and bolt, I'd still suggest capturing the major shapes and curves with a single mesh, and then modeling in the detail on top of the subdiv model, using it as a guide.
Hello guys. So I bought a tutorial from Gumroad about creating a next gen tire. The only difference is that he is using max and I am using Maya for modeling. So here is my problem:
Basically in tutorial he is using turbosmooth and smoothing groups to achieve that nice curvature so I was wondering how would I replicate that in Maya. I have been trying to solve this problem for about an hour but without a luck. Basically what I noticed in 3DS Max when he is adding divisions and when he does that each vertex gets averaged and when he applies smoothing algorithm(turbosmooth) he gets a nice curvature.
Just a quick edit:
Here is a better screenshot to demonstrate this problem.
Basically my edges are straight while his are averaged (Like when applying clark-catmull but without actually changing the shape of the mesh)
Doesn't Maya uses Catmull-Clark too? When you press 3, you can preview it, what you're using is a normal subdivision of the mesh (in the sense that your multiplying the number of edges only, keeping the structure shape), and that results is not really what you want.
If understood right, he's using a function of 3ds Max that let you separate portions of the mesh from the subdivision algorithm, so that you get hard edges in the corners.
It's not quite as simple blending on top of a 90 degree angle, but it's the same idea. Create floating geo loops that match the intersection, and make it blend with the meshes.
It's not quite as simple blending on top of a 90 degree angle, but it's the same idea. Create floating geo loops that match the intersection, and make it blend with the meshes.
I think you misquoted me, look at the original post I quoted
From what I've understood he meant something like this:
I've added a bevel to demonstrate that you don't need any support edges
So eventually I modeled this thing in 3DS Max. But thank you for your help guys. I think this is impossible to do in Maya since you can get this kind of results by only use smoothing groups in Turbosmooth.
Anyways here is the image:
As you can see edges are now properly curved to form a circle shape.
So eventually I modeled this thing in 3DS Max. But thank you for your help guys. I think this is impossible to do in Maya since you can get this kind of results by only use smoothing groups in Turbosmooth.
Anyways here is the image:
As you can see edges are now properly curved to form a circle shape.
Now that you posted this picture, your first post is more clear on what result you wanted to achieve.
The technique is the same I showed in my previous post, example:
Supporting edges could be added afterwards to keep the shape in place better when you'll apply ZBrush subdivisions.
I was at the RAF Museum the other day and I thought about this thread well worth a visit if you are in London, its free, its huge -loads of hangers and each one has a different category, Bombers, Choppers, World War I & II plans and a hanger full modern Jets like the F35 (which the paint felt like velvet?)
I will try and get back there soon with the Cannon 5D, I was with family so only had my phone handy, feel free to have these as ref if its any help, loads more in this Dropbox
[IMG]http://gamerfitnation.com/wp-content/uploads/2014/11/MMlg_zps270b1c55.jpg[
Im trying to make the majoras mask from zelda. However i dont know how to approach it
Heres what i tried[/img][IMG]http://i.imgur.com/UHpzJ8o.png[
creating quick cage for basic form[/img][IMG]http://i.imgur.com/yz5LBIb.png[/I
finally i tried to extrude the shapes. Previously i made cuts by hand. However this method feels just wrong and just messy. To hard to work with it.
If i look @cordell felix's, his is much cleaner and nicer to look at. Any help is appreciated[/img]ps Where the hell is perna? I miss him soo much!!!
Id use splines and symmetry for this as much as possible, define the splines before even having the heart, and then moving on from there
You have to build the "heart" out of those extruded shapes, this mean that you first make them tracing the reference, then, with the edges you got, you make the rest of the mask.
With your method you're pretending that the topology will follow another shape just because you made some cuts.
SOS! Im modeling head for the first time and i can`t line up my model to background pictures I placed. My head is up side down according what program sees, the floor is on the top of the head, what to do,please help. Sorry, i didnt know where to write this question and randomely posted in here
SOS! Im modeling head for the first time and i can`t line up my model to background pictures I placed. My head is up side down according what program sees, the floor is on the top of the head, what to do,please help. Sorry, i didnt know where to write this question and randomely posted in here
Just make a new thread. Post what program you are using and a screenshot of your issue. And any other relevant information you can think of.
He means the whole front part of the mask, so that you can project it, already made and the shrink wrap will bend it for you, you need a proxy shape though.
The Thing Is i expect conform to give me loads of bugs doing it. Im really breaking my head over his model. How did he do it? I dont think he used shrinkwrap. Its too even and clean for that.
sonicblue just showed you, don't shrinkwrap, retopo on top of your proxy mesh
Is there a way to fix a highpoly object that starts to get some warping in the smooth curvature due to added edge loops? 3ds max
Example: I had a curved shape, had to subdivied and crushed it down as I needed to add lots of cut details onto the curved shape. Now due to moving/adding some edges a bit, areas that used to be nice and smooth now have a few lumps/distortions.
I would like to be able to grab the verts and kinda move them so they line up with the smooth faces of the old mesh. How would I go about doing this in 3ds max 2012?
I would like to be able to grab the verts and kinda move them so they line up with the smooth faces of the old mesh. How would I go about doing this in 3ds max 2012?
Still probably annoying as you'll have to even out the density of your new segments to get the same average as your original mesh. The relax brush might help.
Workflow wise perhaps get the basic curves you want with the fewest points possible > subdivide to get the density for your secondary details > collapse > model those details > should be done. Easier to put the fine details onto a high density mesh after the primary shapes are approved etc.
Still probably annoying as you'll have to even out the density of your new segments to get the same average as your original mesh. The relax brush might help.
Workflow wise perhaps get the basic curves you want with the fewest points possible > subdivide to get the density for your secondary details > collapse > model those details > should be done. Easier to put the fine details onto a high density mesh after the primary shapes are approved etc.
Guys i have encountered a really weird problem... tried reseting smoothing groups and checked for double edges... but i see no reason why these edges arent smoothing...
Any ideas? (some of them seem to be on UV edges, but not all of them. and other UV edges are ok)
Replies
3ds max Can do ?
Did you try looking at the extruded part front on? That's the only direction that it matters if the seam is visible (it probably will show in other directions).
how does the normalmap look when you bake it? and how does it then look when you apply the normalmap with some phong shading to your lowpoly?
I guess maybe I'm just being too anal and it will probably work fine once it's baked and has a more realistic material on it?
64:
16:
16 wires:
Ok I've got a general question, recently my workflow have changed, I have never worked on a higher subd (turbosmoothed mesh) and I always tried to add more edge loops on the first division (and it killed me to do that without pinches), but now I don't, these days I can only carve and add details on higher subds, and I just make the general form in the first division, I don't add edge loops I let turbosmooth do that for me and I make the details there, kinda like zbrush but I do it in 3ds max. The pros of it is that I almost end up without any pinches, but the huge cons of it is that I can never go back If I forget to add something earlier and I usually end up with 300k or 400k polys for example just exterior of a car. You guys do that or not? are there any better ways?
The general workflow you described makes sense tho.
Currently I'm struggleing with a shape in 3ds max. It's a curved shape with square holes in it. I tried million ways to solve it, but it's always pinchy.I watched tons of tutorials about this, but they built these kind of holes in cylinders or on flat surfaces and my shape isn't like that. If i create more polygons, the topology will be chaos and i won't be able to relax the surface properly. Can someone help me with this? I can feel it's such a basic thing, but i just can't figure it out. Here are some pictures of it(it's a side panel of a mig29)...hope i link it correctly.(i've never use imgur ) :poly124:
You need more edges to support the shape curvature, also, don't be fooled by the blueprints, this is how they actually look
Here you can find more pictures:
http://www.kativ.eu/files/Ivo%20hobby/Walkaround/Mig-29/
Basically in tutorial he is using turbosmooth and smoothing groups to achieve that nice curvature so I was wondering how would I replicate that in Maya. I have been trying to solve this problem for about an hour but without a luck. Basically what I noticed in 3DS Max when he is adding divisions and when he does that each vertex gets averaged and when he applies smoothing algorithm(turbosmooth) he gets a nice curvature.
Just a quick edit:
Here is a better screenshot to demonstrate this problem.
Basically my edges are straight while his are averaged (Like when applying clark-catmull but without actually changing the shape of the mesh)
I'm just practicing modelling I want to model almost every panel, engine, cockpit.
This is where I am now:
Thanks for the links! ))
Doesn't Maya uses Catmull-Clark too? When you press 3, you can preview it, what you're using is a normal subdivision of the mesh (in the sense that your multiplying the number of edges only, keeping the structure shape), and that results is not really what you want.
If understood right, he's using a function of 3ds Max that let you separate portions of the mesh from the subdivision algorithm, so that you get hard edges in the corners.
Don't know if you'll get the same results, but you can try with edge creasing:
http://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Editing-polygons-Crease-polygonal-edges-and-vertices-htm.html
http://www.polycount.com/forum/showthread.php?p=2206821#post2206821
It's not quite as simple blending on top of a 90 degree angle, but it's the same idea. Create floating geo loops that match the intersection, and make it blend with the meshes.
I think you misquoted me, look at the original post I quoted
From what I've understood he meant something like this:
I've added a bevel to demonstrate that you don't need any support edges
Base geometry:
SubD wires
SubD Weights
Anyways here is the image:
As you can see edges are now properly curved to form a circle shape.
Now that you posted this picture, your first post is more clear on what result you wanted to achieve.
The technique is the same I showed in my previous post, example:
Supporting edges could be added afterwards to keep the shape in place better when you'll apply ZBrush subdivisions.
I will try and get back there soon with the Cannon 5D, I was with family so only had my phone handy, feel free to have these as ref if its any help, loads more in this Dropbox
With your method you're pretending that the topology will follow another shape just because you made some cuts.
Just make a new thread. Post what program you are using and a screenshot of your issue. And any other relevant information you can think of.
Exactly
sonicblue just showed you, don't shrinkwrap, retopo on top of your proxy mesh
Example: I had a curved shape, had to subdivied and crushed it down as I needed to add lots of cut details onto the curved shape. Now due to moving/adding some edges a bit, areas that used to be nice and smooth now have a few lumps/distortions.
I would like to be able to grab the verts and kinda move them so they line up with the smooth faces of the old mesh. How would I go about doing this in 3ds max 2012?
Was the conform brush in 2012? http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-96452030-B2E8-404A-AF0E-4EB70EB44EE6-htm.html
Still probably annoying as you'll have to even out the density of your new segments to get the same average as your original mesh. The relax brush might help.
Workflow wise perhaps get the basic curves you want with the fewest points possible > subdivide to get the density for your secondary details > collapse > model those details > should be done. Easier to put the fine details onto a high density mesh after the primary shapes are approved etc.
Conform Brush did the trick! Thanks
I haven't took in consideration the panels size, but something like this should work.
Any ideas? (some of them seem to be on UV edges, but not all of them. and other UV edges are ok)
Thank you