Ok i started doing a m4a1 and Iam stuck on the grip ( not modeling wise)
Look at reference images, not a model from someone else. A2 grips!!
I suggest the same for the other parts too. If you don't know what they are called, I can help you, or just become a little familiar with the rifle and you should have no problem finding hundreds(probably more like thousands) of images of each part.
On to the grip itself, the entire thing is a smooth pill shape.
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...
Apologies for winding off topic!
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Hey, thanks for helping me out! Unfortunately, when i add support loops to make transition sharper, it's no different than my first version. But this is not what i need. I need to get rid of that damn triangle. Boolean is not an option, i want to have lighter mesh.
Subdiv levels? also this might be the wrong shape not that matter for the topology...
if you'r doing straight low poly this is not an issue, just add more geo at strategic areas like corners...
If you plan to do SubD : In the area you circled theres like a sharp edge but it continues all the way in the handle,just model that like if its quads that are just tapered(even with controle edge loops if smooth)... see what i mean? lol
This is an interesting how u model dem shapes problem ive got here, probably more related to max's modifiers and the right way to approach this. I'm trying to conform ropes around this grapeshot. So far I've tried making a single cornerish piece and using symmetry and playing with ffd but it produces pretty ugly results. If you guys want to try it out yourself, the structure of the cannonballs are 4 next to each other equally, with each opposite layer rotated 45 degrees.
Not worth to do in a sculpting program like zbrush?
hmmm in maya you can draw a curve on the surface of a mesh just by making it 'Live' then you can do your arrays ...
OR you select an edge of the model that match that curve (seems to be good for your model) you make a curve out of this edge (dont know if Max has this function) extrude the curve with your cylinder, duplicate arrays, add simmetry and just select the whole thing and scale it up for a more desireable result.
I don't have Zbrush interesting idea WaYWO. Max does have a similar function to creating a spline from edges. Unfortunately the topology of the grapeshot does not have curves around each of the cannonballs to form the rope shapes.
@Colddeez
I do know how to do that already but the question more over is how can I quickly place these splines in the fashion similar to the reference image Something like this shouldn't take more than 30 minutes right, especially with modifiers?
I was thinking with what WaYWO said a possible quick way of placing splines would be to paint strip of planes over the mesh then convert the edge to a spline and adjust from there. Although I feel like that might still be a tedious method of doing that.
I was thinking with what WaYWO said a possible quick way of placing splines would be to paint strip of planes over the mesh then convert the edge to a spline and adjust from there. Although I feel like that might still be a tedious method of doing that.
Just duplicate your mesh, and once you do this for one piece (generate spline by edit the topology of the mesh, making edges between quads you know..) , duplicate the extruded spline in similar areas, could save your time + the arrays.
And to finally overlapp them properly just play with soft selection(equivalent in Max?) or FFD modifiers . well you have a tone of modifiers to play with and a better edge flow would have been nice in this case!
I realized with what you said instead of connecting edges across quads which which is a bit tedious in max. I had a look at the graphite modeling tools and found a paint spline along surface, which has given me a better result than creating splines from scratch.
It's kind of there. The ropes do look really loose though Still a slow process like an hour or so since I suck at this lol . Heres a gif still needs some tweaking but I guess thats the best it could look? https://gfycat.com/SaltyIdioticHornbill
Yeah looks great, but you can deform the splines a bit cause there is some overlap, and also could make them a bit bigger by pushing the normals, apart from that you're good to go
You'd think by now someone would have created a "ropes" script to do this exact thing. I had to create some wrapped ropes on a project last week, and the only solution I found was to splines + optionally paint splines on surface + adjust everything by hand.
Knots in particular, you'd think there would at least be a script to generate the most common types in spline form.
Hey guys,ive got this very specific modelling issue. I guess
most of you know Grant Warwick and his shaderball he did for the
courses provided. Well ive tried remodelling it and cant get
around one detail which is still bugging. Its on the picture in
the red circle,its this corner of this edges,i wonder how to get
smooth surface of the cone while still having chamfered edge
like he has. Now ive tried different technigues and
topologies,tried with subD modelling as well as without (i guess
known mainly for vitaly bulgarov) but im still getting some
pinching or creasing. Well im quite sure its doable in 3ds Max i
just cant find a way for doing it right,im doing sth wrong
obviously so i wondered if this forum could be of help.
Picture no.1 is render of his shaderball with problematic area
circled,no.2 is screenshot of his model and its topology,no.3-7
are my attempts on different topologies which are not correct
Hello there
I'm trying to create a script to do a shell modifier without the backface. are there any easier solution for doing that?
the edge extrude doesn't do the same thing as shell, nor the push modifier or anything I've tried, maybe I'm wrong.
just delete the tri-ends and extrude. Also add more segments for the size of the extrusions
also you can work with booleans as well. Booleans rock thats why
Hey man, thanks for the solution. Maybe I was over-thinking it doing it with a quadsphere.
I tried ProBoolean at first but couldn't seem to clean it up afterwards without awful smoothing errors. If you have the time to show me an examle of Boolean too that would be much appreciated, but no worries if not as the TriSphere and Extrude looks to work just fine for my needs. :P
Continuing from above I'm basically trying to cut a cylinder into this shape, where the triangulated poles of the cylinder have already been used.
Line up a cylinder to the sphere and see how many segments you need. Remember you can have ngons, provided they smooth correctly. It's also easier to create the support edge first, and you can inset after that. And make sure you leave enough space between the sphere edges and your cylinder edges or you'll get some obvious pinching.
Sorry if this is a really dumb question, I'm sort of a noob at this. This pole is causing some wonky shading, is there a simple way to get rid of it that I'm not seeing?
Sorry if this is a really dumb question, I'm sort of a noob at this. This pole is causing some wonky shading, is there a simple way to get rid of it that I'm not seeing?
so here before the plane area you just insert a loop (put it via bevel or connect theme manualy)
Cheers for the help on the previous shape Shinigami and Kroma!
Got another tricky one on a different topic - working on a 3D model of this Assault rifle.
I'm struggling on the entire model, mainly because the 2D Concept isn't enough reference alone, and some of the rendering techniques makes it difficult to understand the shapes. However there's a few parts of the model which are seriously throwing me off, the front-handle being one of them.
Screenshots of what I have so far on the handle (rest of the model is hidden):
The problem is that the only way at the moment I can think of creating this shape is as shown above, however I have to use non-planar polygons, which is bad practice, and as demonstrated creates horrible smoothing errors.
A ZBrush artist has made a very similar gun (shown below), and the front-most handle on his is correct - however I'm struggling to model it and have wasted a lot of time going about it. Any help on it is appreciated.
I've also uploaded my .Max files to Sendspace if looking at the topology that way is easier to understand what I'm getting at. Furthermore if anyone has any overall feedback on the correctness of my topology there then that is also appreciated.
The entire Assault Rifle has been pretty difficult so far, simply because of the obscure shapes and lack of a 3/4 concept view. I can't tell how stuff fits together properly.
OK!
so due to the lack of time i couldn't polish and make everythings looks perfect
but here is what i'v ended up with... just look at the profile from a front view! and the wireframe also, its just correct.
notice that some of the points of the curvature is shifted because of the time i spent on that anyway.
Replies
Look at reference images, not a model from someone else. A2 grips!!
I suggest the same for the other parts too. If you don't know what they are called, I can help you, or just become a little familiar with the rifle and you should have no problem finding hundreds(probably more like thousands) of images of each part.
On to the grip itself, the entire thing is a smooth pill shape.
Check out Polycount's Weekly Hardsurface Challenge.
Would gladly use some help. How to best model such shape that it'll give best result after meshsmooth.
Mesh itself: https://www.dropbox.com/s/zco3z9kckr6dx7x/tetrapod_mesh01.zip?dl=0
Thanks in advance!
so to model this shape in most 3d app i would duplicate the mesh and do boolean with it, then do some cleanup and mirror it
Not sure how sharp of a transition between pegs you want, but you can add control loops in if you need to sharpen it up.
Sorry, may be I'm not wrong asked the question. I have a ploblem with smooth of this shape.
if you'r doing straight low poly this is not an issue, just add more geo at strategic areas like corners...
If you plan to do SubD : In the area you circled theres like a sharp edge but it continues all the way in the handle,just model that like if its quads that are just tapered(even with controle edge loops if smooth)... see what i mean? lol
but here are some files anyway:
fbx
max
reference:
hmmm in maya you can draw a curve on the surface of a mesh just by making it 'Live' then you can do your arrays ...
OR you select an edge of the model that match that curve (seems to be good for your model) you make a curve out of this edge (dont know if Max has this function) extrude the curve with your cylinder, duplicate arrays, add simmetry and just select the whole thing and scale it up for a more desireable result.
What about modeling a segment of the rope that's repeatable, and then using splines to set a path?
Something like this
[ame="https://www.youtube.com/watch?v=95rxcjkPE8g&list=PLxt9ZAGPLIpfohAptbGZdQQwE74wfFkwd&index=4"]https://www.youtube.com/watch?v=95rxcjkPE8g&list=PLxt9ZAGPLIpfohAptbGZdQQwE74wfFkwd&index=4[/ame]
@Colddeez
I do know how to do that already but the question more over is how can I quickly place these splines in the fashion similar to the reference image Something like this shouldn't take more than 30 minutes right, especially with modifiers?
I was thinking with what WaYWO said a possible quick way of placing splines would be to paint strip of planes over the mesh then convert the edge to a spline and adjust from there. Although I feel like that might still be a tedious method of doing that.
And to finally overlapp them properly just play with soft selection(equivalent in Max?) or FFD modifiers . well you have a tone of modifiers to play with and a better edge flow would have been nice in this case!
It's kind of there. The ropes do look really loose though Still a slow process like an hour or so since I suck at this lol . Heres a gif still needs some tweaking but I guess thats the best it could look? https://gfycat.com/SaltyIdioticHornbill
Knots in particular, you'd think there would at least be a script to generate the most common types in spline form.
That mesh sync oO. What technique it is?
most of you know Grant Warwick and his shaderball he did for the
courses provided. Well ive tried remodelling it and cant get
around one detail which is still bugging. Its on the picture in
the red circle,its this corner of this edges,i wonder how to get
smooth surface of the cone while still having chamfered edge
like he has. Now ive tried different technigues and
topologies,tried with subD modelling as well as without (i guess
known mainly for vitaly bulgarov) but im still getting some
pinching or creasing. Well im quite sure its doable in 3ds Max i
just cant find a way for doing it right,im doing sth wrong
obviously so i wondered if this forum could be of help.
Picture no.1 is render of his shaderball with problematic area
circled,no.2 is screenshot of his model and its topology,no.3-7
are my attempts on different topologies which are not correct
Thank you very much in advance
no.1 - http://i.imgur.com/gLQmnN1.jpg
no.2 - http://i.imgur.com/nFaKkk5.jpg
no.3 - http://i.imgur.com/I1gjfEQ.jpg
no.4 - http://i.imgur.com/KhU4Vki.jpg
no.5 - http://i.imgur.com/lGiOmSJ.jpg
no.6 - http://i.imgur.com/jlSCiRe.jpg
no.7 - http://i.imgur.com/6voqOWZ.jpg
I'm trying to create a script to do a shell modifier without the backface. are there any easier solution for doing that?
the edge extrude doesn't do the same thing as shell, nor the push modifier or anything I've tried, maybe I'm wrong.
hi , and cool trik, but unfortunatly did not work for me...can make it more easy to understand :poly136:
Was just wondering if someone could show me a good method to intersect a cylinder and sphere that's appropriate to Turbosmooth.
See the below image,; which illustrate what I'm trying to do.
The latter reference image is a poor quality screengrab from Google Maps, but it's enough to work from.
Thank you in advance for any advice.
Hey man, thanks for the solution. Maybe I was over-thinking it doing it with a quadsphere.
I tried ProBoolean at first but couldn't seem to clean it up afterwards without awful smoothing errors. If you have the time to show me an examle of Boolean too that would be much appreciated, but no worries if not as the TriSphere and Extrude looks to work just fine for my needs. :P
Thanks again!
Line up a cylinder to the sphere and see how many segments you need. Remember you can have ngons, provided they smooth correctly. It's also easier to create the support edge first, and you can inset after that. And make sure you leave enough space between the sphere edges and your cylinder edges or you'll get some obvious pinching.
so here before the plane area you just insert a loop (put it via bevel or connect theme manualy)
Thank you!
What app and what part are you having issue with?
Got another tricky one on a different topic - working on a 3D model of this Assault rifle.
I'm struggling on the entire model, mainly because the 2D Concept isn't enough reference alone, and some of the rendering techniques makes it difficult to understand the shapes. However there's a few parts of the model which are seriously throwing me off, the front-handle being one of them.
Screenshots of what I have so far on the handle (rest of the model is hidden):
The problem is that the only way at the moment I can think of creating this shape is as shown above, however I have to use non-planar polygons, which is bad practice, and as demonstrated creates horrible smoothing errors.
A ZBrush artist has made a very similar gun (shown below), and the front-most handle on his is correct - however I'm struggling to model it and have wasted a lot of time going about it. Any help on it is appreciated.
I've also uploaded my .Max files to Sendspace if looking at the topology that way is easier to understand what I'm getting at. Furthermore if anyone has any overall feedback on the correctness of my topology there then that is also appreciated.
https://www.sendspace.com/file/3s7sb0
Thanks!
sometimes when the concept doesnt put you in comfort, just go on your way cause there is no interpretation righton! but here is my attempt
Thanks for the reply, though I'm still struggling with the shape. :-S
can you upload an OBJ file ? i will spend some time on that.
Here's a link - https://www.sendspace.com/file/xbdxfn
The entire Assault Rifle has been pretty difficult so far, simply because of the obscure shapes and lack of a 3/4 concept view. I can't tell how stuff fits together properly.
Thanks in advance.
so due to the lack of time i couldn't polish and make everythings looks perfect
but here is what i'v ended up with... just look at the profile from a front view! and the wireframe also, its just correct.
notice that some of the points of the curvature is shifted because of the time i spent on that anyway.