I never read it all. Seemed excessive. After a while of reading and practicing you just pick up the general idea. Just reading it feels like you would remember 10% of it.
I need some advice from the SubD gurus out there. . .
I've been struggling with the hood of this Lamborghini for a while now. The images on the left show the main problem area with smoothing errors. Any tips on how you would go about reinforcing the edges?
so i took the Lamborghini Hood obj, import it into modo
I'v just delete the part i dont want to be sharp (the two edges on the front of the hood) and from there I change loops direction until i have good smooth :
Iv also made some slight modifications on the top!
Guys, I could use some help finding out how something like this was made. I think it is done in Zbrush ? if so, are there any tutorials that can teach me the tools needed to do similar things ?
From that image you can clearly see that the author is Vitaly Bulgarov, think he doesn't use Zbrush for doing things from scratch like thise, so its probably just a 3d app or im just wrong because it is a keyshot render with roundeedge shader, arghh still complicate to determinate his pipeline, if you wanna get involve in it, go google his pipeline.
Edit : it is a 3d app, why put a roundedge shader if its Zbrush... so if you wonder how he does that type of stuff that's probably a mess of booleans with triangulate on top + doesnt know if keyshot support NGONS.
are these models still usable as high poly models ? I am wondering if you can import these models into Zbrush, dynamesh it , and use these as high poly.
are these models still usable as high poly models ? I am wondering if you can import these models into Zbrush, dynamesh it , and use these as high poly.
You can totally do this. I've found zbrush to be surprisingly competent with awful geometry. Whether or not this suits your pipeline is another question. Modeling this way is extremely destructive and offers little to no flexibility for iteration and modification.
You can totally do this. I've found zbrush to be surprisingly competent with awful geometry. Whether or not this suits your pipeline is another question. Modeling this way is extremely destructive and offers little to no flexibility for iteration and modification.
How would you model this Door lever? The attention to detail is moderately important for this References aren't brilliant but should be enough to shape from
Start with a quad sphere (Hexahedron Sphere), then, cut it in half and flattened the top, extrude the bottom, cut an edge loop and select half of the polygons on the side, extrude them, and with other operations you'll get this:
With the help of some FFD modifier you'll easily bend it, to get the shape shown on the picture. Remember to make at least 2 subdivisions so that the FFD has some "material" to work with.
To get the indent in the middle you just have to bevel the middle edge loop starting from the handle to the back, do not bevel the whole loop, as for the front is not needed.
I can't explain the whole procedure, since I'm in a hurry right now, so I'll leave the FBX if you need to take a look at how I made it, I've included the sphere too, check the Outliner for hidden objects.
You can totally do this. I've found zbrush to be surprisingly competent with awful geometry. Whether or not this suits your pipeline is another question. Modeling this way is extremely destructive and offers little to no flexibility for iteration and modification.
that is pretty cool! never seen forms like that in max, how did you make these basic forms ?
My vertical, larger cylinder has a considerably larger radius than the horizontal intersecting cylinder which makes it harder to just tweak verts to minimise pinching
Currently modelling a Pistol. Struggling with the handle grip. Just discovered this thread and wondering if anyone can lend a hand. I'm using subdivision surfaces in modo. Striggling to get a clean surface without having to overload with control loops. If someone could do a draw-over or a quick example in 3D I would be grateful It's the handle grip I'm struggling with.
You can totally do this. I've found zbrush to be surprisingly competent with awful geometry. Whether or not this suits your pipeline is another question. Modeling this way is extremely destructive and offers little to no flexibility for iteration and modification.
If you could tell us how you did that, that'd be great.
Currently modelling a Pistol. Struggling with the handle grip. Just discovered this thread and wondering if anyone can lend a hand. I'm using subdivision surfaces in modo. Striggling to get a clean surface without having to overload with control loops. If someone could do a draw-over or a quick example in 3D I would be grateful It's the handle grip I'm struggling with.
Hope you can help.
Best
Mike
This image has been resized. Click this bar to view the full image. The original image is sized 3476x1964.
circle the part you want to fix, my brain dont match handle grip somewhere here
Currently modelling a Pistol. Struggling with the handle grip. Just discovered this thread and wondering if anyone can lend a hand. I'm using subdivision surfaces in modo. Striggling to get a clean surface without having to overload with control loops. If someone could do a draw-over or a quick example in 3D I would be grateful It's the handle grip I'm struggling with.
Hope you can help.
Best
Mike
Always try to show us what you got, so we can tell you what can be done
Must be a better way to do this sort of cylinder to shape transition than what I've got after a few hours of (frankly) dicking about with it. :P
Again, sorry about the shitty reference. Google Maps is all I have for this project's reference material. It should be enough to get an idea from though.
Currently modelling a Pistol. Struggling with the handle grip. Just discovered this thread and wondering if anyone can lend a hand. I'm using subdivision surfaces in modo. Striggling to get a clean surface without having to overload with control loops. If someone could do a draw-over or a quick example in 3D I would be grateful It's the handle grip I'm struggling with.
If you could tell us how you did that, that'd be great.
Ah, sure thing. Nothing special happening here: Booleans in max, and using GoZ to bring the mesh into zbrush, Dynamesh it, then smooth.
It's great if you need to get some really complicated geometry done really fast, but it's bad for just about everything else(IMO). The second you Dynamesh it you remove most of your ability to iterate on major things. Doing smoothing and detail work on layers helps keep it somewhat revisable, but that's an imperfect solution in my mind.
That said, If I was making an engine block for example, in moderate or extreme detail, I'd dynamesh all day. The time you would save on complicated intersections would out weight the control you loose IMO.
Please guys, tell me how the fak to model the damn door. I tried it everything. but either i am losing the circle window or the entire shape. If i add more edges, it ruin the door circle.
Please guys, tell me how the fak to model the damn door. I tried it everything. but either i am losing the circle window or the entire shape. If i add more edges, it ruin the door circle.
Any help plsss
See your progress
and in this case i would just use the shapes of the car to my advantage by extracting polygons of the door area, but first you have to cuttin that door shape, then you can extract and give strips of polys some thickness using extrude functions...
for the circle, if you want perfect match just take a cylinder that you snapon with 8 or 12 sides and cut the shape on the surface from there... or you can use this useful script that works with maya 2015, and lower... http://www.creativecrash.com/maya/script/spherize-selection-maya-plugin-pymel
It looks like it's sort of made out of three major "ropes" twisting around eachother.
Thats easily enough made with a nonlinear twist deformation in Maya but if I try to make the smaller ropes inside the big rope with something like a helix, and then use the twist deformation it sort of just breakes the shape of the helix.
I even doubt it's built up that way, but it breakes my head trying to figure out how it's done .
i've got a little problem and i dont know how so solve it right. I want to make this shape. its a half cylinder with offset holes in it:
i started with making a plane by useing the grid to start with the hole first and duplicate it offset to get this kind of shape. its about 4 rows of them. thats what i've done so far but i still get problems as you can see:
i dont get quads all over and i tryed different ways. maybe you can help me and show me how to offset these. thanks so far
i've got a little problem and i dont know how so solve it right. I want to make this shape. its a half cylinder with offset holes in it:
i started with making a plane by useing the grid to start with the hole first and duplicate it offset to get this kind of shape. its about 4 rows of them. thats what i've done so far but i still get problems as you can see:
i dont get quads all over and i tryed different ways. maybe you can help me and show me how to offset these. thanks so far
i've got a little problem and i dont know how so solve it right. I want to make this shape. its a half cylinder with offset holes in it:
i started with making a plane by useing the grid to start with the hole first and duplicate it offset to get this kind of shape. its about 4 rows of them. thats what i've done so far but i still get problems as you can see:
This image has been resized. Click this bar to view the full image. The original image is sized 1920x1040.
i dont get quads all over and i tryed different ways. maybe you can help me and show me how to offset these. thanks so far
Replies
That was quite an experience.
Ok, you get the main concept pretty quickly, but there are so many tricks disseminated across the full thread that I don't regret my read one bit. )
Oh, and perna/ZacD are rockstars. They should write a book, or do a movie. Or something.
I've been struggling with the hood of this Lamborghini for a while now. The images on the left show the main problem area with smoothing errors. Any tips on how you would go about reinforcing the edges?
I thought I struck gold when I saw Zigzter pose this same question on page 113, but never saw a response:
http://www.polycount.com/forum/showpost.php?p=1835611&postcount=2804
Here's a link to my progress thread with a few more pictures:
http://www.polycount.com/forum/showthread.php?t=149662
If you know of a good solution, it would help me out immensely!
Not sure how to model the pistol grip. Any help would be much appreciated.
https://www.dropbox.com/s/1291tkre804ynfi/Lamborghini_Hood.obj?dl=0
I'v just delete the part i dont want to be sharp (the two edges on the front of the hood) and from there I change loops direction until i have good smooth :
Iv also made some slight modifications on the top!
height map? please someone help that guy, i want to know!
http://pixologic.com/zclassroom/homeroom/lesson/helmet-design-with-joseph-drust/#surface-variation-surface-noise
Hope that helps!
Thanks for the help WaYWO!
Now to figure out how I'm going to cut headlights into it without creating a new set of problems. . .
Thank u!
dont get to frustrated, take your time!
What's the best way to do the leather wrap on the grip?
Edit : it is a 3d app, why put a roundedge shader if its Zbrush... so if you wonder how he does that type of stuff that's probably a mess of booleans with triangulate on top + doesnt know if keyshot support NGONS.
The store where he sells the kitbash models, and where this picture came from states: NonSubd
This means that he's using the standard and lighter approach, demoed here:
[ame]http://www.youtube.com/watch?v=4ct9voyU3h0[/ame]
Zbrush will propose you to triangulate them all.
wich is not good in some cases
You can totally do this. I've found zbrush to be surprisingly competent with awful geometry. Whether or not this suits your pipeline is another question. Modeling this way is extremely destructive and offers little to no flexibility for iteration and modification.
Wow! dynamesh i guess or you zremeshed it?
Cheers
Start with a quad sphere (Hexahedron Sphere), then, cut it in half and flattened the top, extrude the bottom, cut an edge loop and select half of the polygons on the side, extrude them, and with other operations you'll get this:
With the help of some FFD modifier you'll easily bend it, to get the shape shown on the picture. Remember to make at least 2 subdivisions so that the FFD has some "material" to work with.
To get the indent in the middle you just have to bevel the middle edge loop starting from the handle to the back, do not bevel the whole loop, as for the front is not needed.
I can't explain the whole procedure, since I'm in a hurry right now, so I'll leave the FBX if you need to take a look at how I made it, I've included the sphere too, check the Outliner for hidden objects.
FBX
That's helped infinitely, thanks a bunch.
Will post up mine when I'm finished. I've just been tweaking the shape of one I recreated.
that is pretty cool! never seen forms like that in max, how did you make these basic forms ?
bools! for sure.
Both getting smoothing errors. The vertical Cylinder is 16 sides, horizontal intersecting one is 8 sides
Sorry for posting so much recently too :P
Cheers
Currently modelling a Pistol. Struggling with the handle grip. Just discovered this thread and wondering if anyone can lend a hand. I'm using subdivision surfaces in modo. Striggling to get a clean surface without having to overload with control loops. If someone could do a draw-over or a quick example in 3D I would be grateful It's the handle grip I'm struggling with.
Hope you can help.
Best
Mike
circle the part you want to fix, my brain dont match handle grip somewhere here
Again, sorry about the shitty reference. Google Maps is all I have for this project's reference material. It should be enough to get an idea from though.
Appreciated, cheers!
http://thomasrwbutters.blogspot.com/2013/05/3ds-max-diamond-pattern-tutorial.html
Ah, sure thing. Nothing special happening here: Booleans in max, and using GoZ to bring the mesh into zbrush, Dynamesh it, then smooth.
It's great if you need to get some really complicated geometry done really fast, but it's bad for just about everything else(IMO). The second you Dynamesh it you remove most of your ability to iterate on major things. Doing smoothing and detail work on layers helps keep it somewhat revisable, but that's an imperfect solution in my mind.
That said, If I was making an engine block for example, in moderate or extreme detail, I'd dynamesh all day. The time you would save on complicated intersections would out weight the control you loose IMO.
Please guys, tell me how the fak to model the damn door. I tried it everything. but either i am losing the circle window or the entire shape. If i add more edges, it ruin the door circle.
Any help plsss
http://postimg.org/image/y15mr8h07/
See your progress
and in this case i would just use the shapes of the car to my advantage by extracting polygons of the door area, but first you have to cuttin that door shape, then you can extract and give strips of polys some thickness using extrude functions...
for the circle, if you want perfect match just take a cylinder that you snapon with 8 or 12 sides and cut the shape on the surface from there... or you can use this useful script that works with maya 2015, and lower... http://www.creativecrash.com/maya/script/spherize-selection-maya-plugin-pymel
Thats easily enough made with a nonlinear twist deformation in Maya but if I try to make the smaller ropes inside the big rope with something like a helix, and then use the twist deformation it sort of just breakes the shape of the helix.
I even doubt it's built up that way, but it breakes my head trying to figure out how it's done .
Hope that makes any sense.
Four twisting rings.
i've got a little problem and i dont know how so solve it right. I want to make this shape. its a half cylinder with offset holes in it:
i started with making a plane by useing the grid to start with the hole first and duplicate it offset to get this kind of shape. its about 4 rows of them. thats what i've done so far but i still get problems as you can see:
i dont get quads all over and i tryed different ways. maybe you can help me and show me how to offset these. thanks so far
Try something like this
If you could explain better what issues you are facing at the moment, it would be easier to give you a hand.
here is my two cents
Thanks,
Vaughan