I had to finesse some bevel weighting and creasing as my first shot with edge loops gave a very steepped look (due to the bevel modifier).
its working, but the edge corners are still coming out very faceted.
Shinigami, not sure what you mean. Are there a bunch of threads on edge loops that i've missed recently?
This colt was the last model i did, and maybe this can be helpful, the wires are not turbosmooth on, i did my basic shape then i added 1 turbosmooth interaction, and i just started working with a lot of geo on that shape but at the end, it worked.
I want to work more on this, but everything is just adding in the details. Took me long enough to model as I get my workflow messed up by tweaking things. All modeled in MODO 801.
Isn't it sad that support loops are losing on importance. I mean after all this month on 'mastering' it.
you will still use them, some cases can be done other ways some not... really its just a method, they will constantly shift and change and maybe get replaced
anything that makes the creation of highquality assets faster should be very welcome. the complexity of current gen assets is crazy and anything that cuts the budgets and helps produce more great art in shorter times should be supported
so no, its not sad, not at all
your knowledge isn't gone or worthless (at leas not yet)
i mentioned this problem shortly in another thread before but it was told me to come here. i want to model a shape like this. its a kind of metal scope on a cylinder:
So i created a cylinder with around 40 sites and 10 segments and insettet und deleted the faces i dont want. and get this shape right here:
and here is the result by adding a turbsomooth with smoothing group options on:
i really dont know how to fix this problem. i tested it with some support loops and a "normal" turbosmooth but then i dont have the good highlighting and the top shape is very round. i really dont know how to get this shape in a good manner. i hope you can give me some advides to make the top hole too.
Looks like the inner strip isn't welded to the rest and/or needs a mesh reset (reimport in another scene or convert to editable mesh and back to poly)
I did that but its still the same. The broken result is still there. as i mentioned before its with a turbosmooth using smoothing group options. but it should work also. without smoothing group option its getting too round and the highlights ger rid by using support loops
Ok thanks guys for these cool hints. i got now the quad chamfer modifier but i got still some huge problems. i dont see the mistakes and now i use a "normal" turbosmooth without the smoothing group option. look here:
Looks fine to me, I think now you can use the convert to editable mesh and back to poly trick, also reset the normals and export as obj and reimport it if there are more issues. It seems there was an issue with the mesh.
Ok thanks again. but i got another short question. on the model i want to add some bolts on rounded surfaces. i tryed it with bending these bolts but it gives me no good result. any idea how to add bolts and detail stuff on curved surfaces?
Ok thanks again. but i got another short question. on the model i want to add some bolts on rounded surfaces. i tryed it with bending these bolts but it gives me no good result. any idea how to add bolts and detail stuff on curved surfaces?
what is the final purpose of your model? will it just be baked onto a lowpoly? then use floaters.
yes i want to bake it onto a lowpoly but the bolt i need are on flat surfaces too. i show you the one i need. maybe you can give me a hint how to get this one on a curves surface. and its already a floater. as i mentioned i tryed it with bending but it does not the job. and placing it on the curved position like this still look awkward.
booleans for such a simple task? for what purpose? I'm sure max has some tool for the fourth step.
Well, these are a lot of steps compared to a simple "subtract" operation.
Sure you could do it without booleans but for me it was a lot faster and i got the same result in around 30 seconds. You just have to make sure that the cube that you subtract aligns with your existing edges, otherwise there is a lot of cleanup...
A cylinder, some extrudes for protruding parts, manually adjust vertices, cut it up in pieces, work on just one at a time and then duplicate around and weld.
Or edge extruding, starting with blocking out the silhouette.
You don't have to terminate edges or keep it quads. Pentagons smooth perfectly in many cases. Also, don't chamfer, unless you have to, chamfer is a pain in the ass to iterate on.
I'm getting some weird smoothing error with turbosmooth. I think it's related to normals? Basically the edge of the hole remains hard no matter what position the supporting edge loops are.
Strangely enough the crease is and always has been on 0. I tried exporting and reimporting an fbx/obj and the mesh topo goes crazy or creates extra verts on every edge.
What fixed it to a degree was having a chamfer, which confuses me as that should only tighten the edges even more:
The same problem is also happening to the main middle section. What should be happening with this kind of topology is displayed with the object to the right with a fresh cylinder. So it's object related! I've experienced this problem in other projects before and had to remodel from scratch a hours of geo:poly127: Would be nice to know what exactly is causing it.
@Tynew: I've had this problem a few times and I've heard of other people getting it too. Seems to just be a random bug. I had a look at your file and managed to fix it by converting to editable mesh and then converting to editable poly.
Hey everyone, I'm looking for hard surface modeling challenges, can someone point me in the right direction(s)?
Also, I'm looking for the image with information regarding to determining how many sides is needed to make a sphere containing quads for more topology for based sculpting, I can't exactly recall what to name actually is... I hope you understand what I mean. I do think it had the explanation with an equation too, also it had a pinkish background as well...
Replies
I had to finesse some bevel weighting and creasing as my first shot with edge loops gave a very steepped look (due to the bevel modifier).
its working, but the edge corners are still coming out very faceted.
Shinigami, not sure what you mean. Are there a bunch of threads on edge loops that i've missed recently?
Cheers
Oskar
you will still use them, some cases can be done other ways some not... really its just a method, they will constantly shift and change and maybe get replaced
anything that makes the creation of highquality assets faster should be very welcome. the complexity of current gen assets is crazy and anything that cuts the budgets and helps produce more great art in shorter times should be supported
so no, its not sad, not at all
your knowledge isn't gone or worthless (at leas not yet)
Turbosmooth Pro is an implementation of OpenSubDiv, so if turbosmooth pro works for '12, then yes.
i mentioned this problem shortly in another thread before but it was told me to come here. i want to model a shape like this. its a kind of metal scope on a cylinder:
So i created a cylinder with around 40 sites and 10 segments and insettet und deleted the faces i dont want. and get this shape right here:
and here is the result by adding a turbsomooth with smoothing group options on:
i really dont know how to fix this problem. i tested it with some support loops and a "normal" turbosmooth but then i dont have the good highlighting and the top shape is very round. i really dont know how to get this shape in a good manner. i hope you can give me some advides to make the top hole too.
I did that but its still the same. The broken result is still there. as i mentioned before its with a turbosmooth using smoothing group options. but it should work also. without smoothing group option its getting too round and the highlights ger rid by using support loops
if you would use the quadchamfer modifier or the built in version in 2015 the corners would still need some cleanup, but this is super simple stuff
http://www.polycount.com/forum/showpost.php?p=2224437&postcount=8
and here with turbosmooth:
the second one:
and again with turbosmooth:
http://www.file-upload.net/download-10340270/Shape.FBX.html
I'm wondering the most efficient way to add spiraling to a cylinder without the shading that happens when the spiraling stops.
any help would be appreciated!
I feel stupid. Thanks Pedro
what is the final purpose of your model? will it just be baked onto a lowpoly? then use floaters.
dunno maybe something like this:
get the main shape by cutting the side faces of a cylinder then champer the edges and delete polys to get side hole. add shell modifier.
Would someone mind trying to help me come up with a plan to get rid of these triangles? I'm sorry if its a noob question but we all start somewhere..
booleans for such a simple task? for what purpose? I'm sure max has some tool for the fourth step.
Sure you could do it without booleans but for me it was a lot faster and i got the same result in around 30 seconds. You just have to make sure that the cube that you subtract aligns with your existing edges, otherwise there is a lot of cleanup...
A cylinder, some extrudes for protruding parts, manually adjust vertices, cut it up in pieces, work on just one at a time and then duplicate around and weld.
Or edge extruding, starting with blocking out the silhouette.
something like this me think. obviously the proportions need to be adjusted but something like that :poly136:
I just dont know where to stick the other loop now. Its creating a wobble.
Here is a gif: https://gfycat.com/KnobbyImmediateIrishwolfhound
Even if I remove the supporting loops the edge is still hard! Wat.
compared to a cylinder with the same topology:
It is located in the "Edit Edges' Rollout of editable poly.
What fixed it to a degree was having a chamfer, which confuses me as that should only tighten the edges even more:
The same problem is also happening to the main middle section. What should be happening with this kind of topology is displayed with the object to the right with a fresh cylinder. So it's object related! I've experienced this problem in other projects before and had to remodel from scratch a hours of geo:poly127: Would be nice to know what exactly is causing it.
.fbx
.max
EDIT:
Sorry Quack forgot to put it as shareable, give it a try now.
Also, I'm looking for the image with information regarding to determining how many sides is needed to make a sphere containing quads for more topology for based sculpting, I can't exactly recall what to name actually is... I hope you understand what I mean. I do think it had the explanation with an equation too, also it had a pinkish background as well...
Apologies for winding off topic!