My bad! :P I thought yours didn't have the curvature, but it's a great result looking at the comparison, I'll have a go at retopologising the whole thing taking onboard everyone's tips.
... bit of a time waste on my behalf but as I'm a learned anyway it's worth the practice.
Hey guys, I've not really tackled hard surface at all before so I thought I'd give this months noob challenge a crack, I'm modelling this gun:
My high poly is basically done except the cylinders on the side which I'm really struggling with. Here's what I have atm, the insets are really giving me trouble.
And here's the geo, it seems pretty horrific to me and I can see why I'm getting the issues I am but I can't seem to hold the cylindrical shape while adding the detail without having it like this.
I've started with the trigger part, triying to make quads, without too many tris and no NGONS, which version between theses two is best ? http://i.imgur.com/sOXmvER.jpg
I've found the bottom one to be harder to work with and chose the above one.
You should also remember that it's a matter of how you place your topology, so it's not necessarily wrong, but if things aren't placed optimally then you'll get errors. See the following.
Hey guys, another bit of help requested modelling stuff for the scene I'm working on as a learning task.
I'm attempting to intersect these two cylinders, like in this reference:
I've spent a few hours trying to get a better result but I'm struggling to, this is the best I've achieved so far after looking around at methods for intersecting tricky cylinders:
As you can see, I think I might be close; but perhaps I'm doing something slightly wrong as the smoothing isn't that brilliant on it.
I mean I could probably chuck it into ZBrush and slightly tweak it at a high subdivision but I'd rather just be able to do it right with hard surface techniques only - I dislike having to "fudge it" to get an acceptable result
Hey guys, another bit of help requested modelling stuff for the scene I'm working on as a learning task.
I'm attempting to intersect these two cylinders, like in this reference:
I've spent a few hours trying to get a better result but I'm struggling to, this is the best I've achieved so far after looking around at methods for intersecting tricky cylinders:
As you can see, I think I might be close; but perhaps I'm doing something slightly wrong as the smoothing isn't that brilliant on it.
I mean I could probably chuck it into ZBrush and slightly tweak it at a high subdivision but I'd rather just be able to do it right with hard surface techniques only - I dislike having to "fudge it" to get an acceptable result
Here's a second attempt with 12 sides - as I assumed that was low enough, and had already modelled it before the suggestion of four sides (but I know not, now!)
Topology is a bit naughty, and again not a perfect result. I'll give it a go with boxes shortly.
You should also remember that it's a matter of how you place your topology, so it's not necessarily wrong, but if things aren't placed optimally then you'll get errors. See the following.
Allright, i've changed the topology following your pictures, its better but not perfect (i'm still getting things like this http://i.imgur.com/C1E88kH.jpg ).
Also something else I can't figure out is this face glitching out when I turbosmooth the model : http://i.imgur.com/3JIvuQ8.jpg
I've got no flipped faces and no overlapping vertices
Allright, i've changed the topology following your pictures, its better but not perfect (i'm still getting things like this http://i.imgur.com/C1E88kH.jpg ).
Also something else I can't figure out is this face glitching out when I turbosmooth the model : http://i.imgur.com/3JIvuQ8.jpg
I've got no flipped faces and no overlapping vertices
You or somebody else please explore the newer (top) model and tell me whats wrong, what not, or do a draw over.
Ok I opened the file but is there a reason why everything is triangulated? Or if that's the original topology then just start over because dayum, that's bad.
Are you sure the surface is perfectly flat? If you have correctly placed edge-loops on either side of the edge then you shouldn't be getting that error.
As for the shading artifact, is there a triangle or n-gon somewhere, it could be the smoothing is folding the edge over because it isn't being supported correctly. That or you have a double face/vert. Recalculate your normals and remove any doubles.
These posts annoy me, it completely disregards everything in this thread. That has to be even more common than the hole in cylinder issue. Did you even look through the thread? Gosh!
Napoleon X, you need twice as many polygon spans running down the shaft in order to smooth out that shape properly. So if you have 12 sided cylinder, you really need a 24 sided cylinder to be able to maintain the curvature or else you wind up with lumpy potatoes.
@Shinigami : I started over again and did what you did on the inside and it seems to be working, but I still have theses errors on the outside and don't know how to fix them :
I cant give you a perfect solution because there is always mesh distortions on polygonal sphere shapes so you should choose one that you will be ok with.
Hey guys, it's not often that I post here, but I'm having a little difficulty with this shape. I've tried a couple of methods (the shown one is only my latest) and neither come out the way I want. If I someone could explain this, that would be great
This is how i dealt with the gun thingy on a never finished ruger blackhawk.
It's a rough, with pinching and unconnected edges, but i think it's the idea.
I can't wrap my head around how i would get these different size holes in a sphere, so close to each other, as seen in this picture. Anyone got any ideas?
Thanks!
Two ways I see you could make that. The first is to create a polyshere and block out the shape, once it's done add subdivision based on smoothing groups and then just cut the circles in.
The other way would be to create a base mesh, subdivide it until it's quite dense and then retopologize over the surface with a new mesh.
In either case, start simple and work your way up.
Working on Yoda's high council chair. Had a flick through the past few pages because what you guys have been discussing is pretty relevant to the topology here.
As you can see in the wireframe shot, I've started with a 16 sided cylinder to make the base shape, then I've used another 16 sided quadcylinder to cut in the first spherical bit at the front; outlining it similarly to has been done on the piping examples above.
Overall I'm just looking for ConCrit on whether I've done this properly - do you guys have any feedback on improving the topology that you'd be happy to share?
Still have the two side-cylinders to cut in too!
Wireframe
No Wireframe
References
As you can see from the references, my version is a sort of middle-ground; taking heavy influence from the three similar designs in the Action Figure, the Live action films, and the Disney Clone Wars cartoon.
i need some help modeling this piece correctly. it shall be a rounded shield application but you gonna see on the following pictures that i've some problems with pinching and on the last picture one face has another color i dont know why but its not flipped or so.
i made a plane placed a hole and a form coming out of it and gave the border a bit thickness.
Model it from the cylinder first. The hole, you just need to cut out the piece then sub divide, for the square. Just extrude and scale down, or inset extrude, etc.
Hey guys, i am trying to model this vehicle. https://www.pinterest.com/pin/67835538114214993/
The first one and the second on the right
I have problem with the cannon or some sort, with the many holes around it
Whatever i do, i lose the shape, that goes round like it is on the pics. I tried different approach always the same results.
Hey guys, i am trying to model this vehicle. https://www.pinterest.com/pin/67835538114214993/
The first one and the second on the right
I have problem with the cannon or some sort, with the many holes around it
Whatever i do, i lose the shape, that goes round like it is on the pics. I tried different approach always the same results.
It's a muffler guard.
The solution it's on the last posts on the previews page.
make a plane, punch the holes in it, subdivide it, bend.
Replies
My bad! :P I thought yours didn't have the curvature, but it's a great result looking at the comparison, I'll have a go at retopologising the whole thing taking onboard everyone's tips.
... bit of a time waste on my behalf but as I'm a learned anyway it's worth the practice.
@ ridger_drift , thanks for the example too.
Cheers everyone!
Felt like taking a crack at this too.
My high poly is basically done except the cylinders on the side which I'm really struggling with. Here's what I have atm, the insets are really giving me trouble.
And here's the geo, it seems pretty horrific to me and I can see why I'm getting the issues I am but I can't seem to hold the cylindrical shape while adding the detail without having it like this.
Ty in advance
I'm trying to model this pistol : https://www.artstation.com/artwork/prison-guard-sidearm
I've started with the trigger part, triying to make quads, without too many tris and no NGONS, which version between theses two is best ? http://i.imgur.com/sOXmvER.jpg
I've found the bottom one to be harder to work with and chose the above one.
I place the edges for the turbosmooth : http://i.imgur.com/VtMwC0g.jpg
This is what it looks like when turbosmoothed : http://i.imgur.com/CrcRNnE.jpg
But I get theses error/ shading things : http://i.imgur.com/ZCtuq0t.jpg http://i.imgur.com/tIfJAzN.jpg
Does that matter for the baking or not ? If so how do I avoid them ? Topology is the hardest thingy for me to understand right now.
You should also remember that it's a matter of how you place your topology, so it's not necessarily wrong, but if things aren't placed optimally then you'll get errors. See the following.
Also my attempt at that gun thing?
I'm attempting to intersect these two cylinders, like in this reference:
I've spent a few hours trying to get a better result but I'm struggling to, this is the best I've achieved so far after looking around at methods for intersecting tricky cylinders:
As you can see, I think I might be close; but perhaps I'm doing something slightly wrong as the smoothing isn't that brilliant on it.
I mean I could probably chuck it into ZBrush and slightly tweak it at a high subdivision but I'd rather just be able to do it right with hard surface techniques only - I dislike having to "fudge it" to get an acceptable result
I've uploaded the FBX of what I have so far here.
Advice is appreciated, thank you!
Too much geo.
Topology is a bit naughty, and again not a perfect result. I'll give it a go with boxes shortly.
Thanks.
Allright, i've changed the topology following your pictures, its better but not perfect (i'm still getting things like this http://i.imgur.com/C1E88kH.jpg ).
Also something else I can't figure out is this face glitching out when I turbosmooth the model : http://i.imgur.com/3JIvuQ8.jpg
I've got no flipped faces and no overlapping vertices
Here's the link to the FBX of both of the models with the bad topology and improved topology : https://mega.co.nz/#!edsW1D7T!HD-PweUkfUjdnM3uCJDIfyykwQSgVY954skjAq5o23M
You or somebody else please explore the newer (top) model and tell me whats wrong, what not, or do a draw over.
Ok I opened the file but is there a reason why everything is triangulated? Or if that's the original topology then just start over because dayum, that's bad.
Are you sure the surface is perfectly flat? If you have correctly placed edge-loops on either side of the edge then you shouldn't be getting that error.
As for the shading artifact, is there a triangle or n-gon somewhere, it could be the smoothing is folding the edge over because it isn't being supported correctly. That or you have a double face/vert. Recalculate your normals and remove any doubles.
These posts annoy me, it completely disregards everything in this thread. That has to be even more common than the hole in cylinder issue. Did you even look through the thread? Gosh!
This is what I have, but it gives a slight topology
Great, you posted a picture. Well that's helpful... :shifty:
Wouldn't be the same at doing a union of two cylinders?
(for example: https://youtu.be/eBoHuRoqBGM?list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC&t=891
I mean, a torus is more or less a cylinder with curvature in a closed loop. So then you'd only have to do it once and rotate/clone the rest.
Unless I'm not entirely understanding what you're asking
Thanks, I tried that and it didn't work. But then I started wondering why and turns out that I needed to taper the fuller a bit !!
There are a variety of tutorials on our website as well: http://www.marmoset.co/skyshop/learn
16 sided cylinder, in the middle, 12 sided cylinders connecting to a 16 sided Torus.
[IMG]http://phototherapy.webs.com/cylinder_torus 2.png[/IMG]
Is that was you were looking for?
http://i.imgur.com/yILrlfT.jpg http://i.imgur.com/qkPMN6B.jpg
FBX : http://www.mediafire.com/download/xyo02mtzoqv51pl/Gun2.FBX
@cookedpeanut : Nothing is triangulated and yes my topology is bad, i'm new to this.
I'm using Maya 2016.
Ref: (From a Colt Navy 1851)
I seem to be getting stuck at this part, not sure what to do after and keep it clean...
Thanks in advanced!
Would you mind posting images on a step by step basis on how you achieved it? Thanks!
Thank you very much, worked perfect!
Just one last issue, on the other side im getting pinching, dunno how to clean it up
Ref of geo?
Thing is, I can never get any of the edges to line up. Do you have any advice for that?
It's a rough, with pinching and unconnected edges, but i think it's the idea.
I can't wrap my head around how i would get these different size holes in a sphere, so close to each other, as seen in this picture. Anyone got any ideas?
Thanks!
The other way would be to create a base mesh, subdivide it until it's quite dense and then retopologize over the surface with a new mesh.
In either case, start simple and work your way up.
Working on Yoda's high council chair. Had a flick through the past few pages because what you guys have been discussing is pretty relevant to the topology here.
As you can see in the wireframe shot, I've started with a 16 sided cylinder to make the base shape, then I've used another 16 sided quadcylinder to cut in the first spherical bit at the front; outlining it similarly to has been done on the piping examples above.
Overall I'm just looking for ConCrit on whether I've done this properly - do you guys have any feedback on improving the topology that you'd be happy to share?
Still have the two side-cylinders to cut in too!
Wireframe
No Wireframe
References
As you can see from the references, my version is a sort of middle-ground; taking heavy influence from the three similar designs in the Action Figure, the Live action films, and the Disney Clone Wars cartoon.
I've uploaded the FBX of the meshes HERE.
Thank you very much for your time, as always, guys. :P
That's essentially what I've done for the side-pieces, however the result is far from favourable in comparison with the reference.
Not quite sure how to resolve it, I'm beating a dead horse at the moment as I'm spending far too long tweaking topology that is arguably un-savable?
Wireframe
No Wireframe
The front bit is passable - the sides bits are far from it!
I'm trying to get it to look as nice overall as it does in the above screenshots (mainly the Disney/Animated one.)
i need some help modeling this piece correctly. it shall be a rounded shield application but you gonna see on the following pictures that i've some problems with pinching and on the last picture one face has another color i dont know why but its not flipped or so.
i made a plane placed a hole and a form coming out of it and gave the border a bit thickness.
https://www.pinterest.com/pin/67835538114214993/
The first one and the second on the right
I have problem with the cannon or some sort, with the many holes around it
Whatever i do, i lose the shape, that goes round like it is on the pics. I tried different approach always the same results.
It's a muffler guard.
The solution it's on the last posts on the previews page.
make a plane, punch the holes in it, subdivide it, bend.
To make it even more clear (I hope):