Essentially I'm trying to get the same, nice, crisp result on the side sphere extrusions as the front one - whilst maintaining a nice overall curvature.
Essentially I'm trying to get the same, nice, crisp result on the side sphere extrusions as the front one - whilst maintaining a nice overall curvature.
If you don't look at your model from different angles you'll never find the problem.
Quick solution:
Select those vertices, and slightly drag them out. You can make other minor correction on the front part.
There is an hard edge that needs to be fixed on the middle of the shape too.
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.
Thank you very much for your time, as always, guys. :P
In the movie version the whole "main" chair is one piece. But in the 3D version it looks like it's acctually a indent, and from the indent there's some kind of extrusion. Which one are you trying to do?
Thank you both for the replies - continuing to crack on with fixing it.
SonicBlue, thanks - I'll keep tweaking the vertices abiding to your feedback.
wirrexx, I'm not strictly abiding by either design; more just creating something that nicely represents the design itself. At the moment, I'm cutting in the extrusions based on the movie design (where it looks like they're welded on).
Can anyone help me ?! I've been trying to figure out how to put a hole in a curved geo, just find it really hard to do when applying turbosmooth or subdiv it. T_T
Yeah, im like reading page by page. Im up at pg.54 and man oh man. Some of the images are like dead.
EDIT : Added an image, made it rectangular for the supports, even tho its way better, its not perfectly smooth, its cause some weird pinching at the rim and bulge on the side supports edges. T_T
As per the thread title... Use some simple math to work out how many edges you'll need on the circle. You can do it with less geo, but generally the more you have the better a shape supports irregular deformities.
To be clear, this thread is named incorrectly. It's really "the appropriate amount of geo for the task at hand". Could be more, could be less ... it's all context. But you SHOULD err on the side of less. It's easier in the long run.
I don't post here often or at all but i would like to know when inserting edge loops in maya is there a way to mirror it so that its inserted equally on both sides?
It pains me that my models have edge loops that aren't precise because I'm essentially guessing what the distance is for the other side.
To be clear, this thread is named incorrectly. It's really "the appropriate amount of geo for the task at hand". Could be more, could be less ... it's all context. But you SHOULD err on the side of less. It's easier in the long run.
To be clear, this thread is named incorrectly. It's really "the appropriate amount of geo for the task at hand". Could be more, could be less ... it's all context. But you SHOULD err on the side of less. It's easier in the long run.
A 3D wizard never uses too much geo, or too little geo. He uses precisely as much as he means to :P
The desk's easy, but I'm not sure if it's better to have the handles on separate elements to the drawers or if I should try and have one mesh for the entire (static) model.
I'd prefer separate elements because it's much easier to model, but I'm not sure if that's setting me up for pitfalls or not.
I was thinking about modelling a simple canister. The basic form is quite simple using subdivision modeling. But how to implement these cavities?
More detail could be used on the base model, but this will degrade the managebility of the main simple form, espacially if the cavities are just on one side, loops will also run around the other one (and they are not needed there).
1. Is it just clever thinking on howto subdivide the main model further, or are there better techniques for implementing details on basically plane surfaces (I guess, floating geometry won't help here if I'm interested in a highpoly model).
2. Furthermore, are there some tricks to get the look of welding seams for metal parts?
I was thinking about modelling a simple canister. The basic form is quite simple using subdivision modeling. But how to implement these cavities?
More detail could be used on the base model, but this will degrade the managebility of the main simple form, espacially if the cavities are just on one side, loops will also run around the other one (and they are not needed there).
1. Is it just clever thinking on howto subdivide the main model further, or are there better techniques for implementing details on basically plane surfaces (I guess, floating geometry won't help here if I'm interested in a highpoly model).
2. Furthermore, are there some tricks to get the look of welding seams for metal parts?
Thanks for your thoughts on this.
kruemel
So... this is my first post but I had the same question a while back. I'm a Modo user, but the principles still apply to other software.
Here's a YouTube video by Peter Stammbach that models something extremely similar. His other videos are also worth checking out.
Shingami: Why do all the splines need welding? Are you using that as the low poly model for in game use?
If so will just tapering the ends and intersecting the pieces not work?
le_kruemel: The can is in two halves naturally anyway. don't take the loops further than needed.
Also, the above tutorial should help. Yes the nature of the indentation is different, but you can do a similar self contained loop termination where the indent meets the main canister shape.
I am having some trouble with this specific part on the MP5.
It has a lot of indented parts that are confusing me on the best way to form a polyframe an example on how would be much desirable.
My current way of thinking is create a lot of unnecessary lines instead of combining lines but if i combine those lines the smooth preview produces alot of funky results.
I am having some trouble with this specific part on the MP5.
It has a lot of indented parts that are confusing me on the best way to form a polyframe an example on how would be much desirable.
My current way of thinking is create a lot of unnecessary lines instead of combining lines but if i combine those lines the smooth preview produces alot of funky results.
pleasen, show us what you've got, you can't think that we know what part you're talking about and how to solve it for you, if you don't show us what you've done
This is considering your mesh, but you'll need more supporting edges, depends on how the shape reacts to the subdivision surface.
If you look at the reference picture, you'll notice that there are some details you're missing, the two steps (difference in height) to block the fire selector from going where is not supposed to be.
This bottom picture is an airsoft version, don't rely too much on the replicas for edge definition.
I fixed some of it but I'll try and reiterate my point from before, I'm not sure if i should insert more edge loops like this just to create a quad shape or use the current amount of vertexs and connect between those points but the problem with that then is you get odd shapes forming when smooth which primarily happen to quad tri's
I fixed some of it but I'll try and reiterate my point from before, I'm not sure if i should insert more edge loops like this just to create a quad shape or use the current amount of vertexs and connect between those points but the problem with that then is you get odd shapes forming when smooth which primarily happen to quad tri's
You don't really need all that geometry to reproduce that shape, use SubD at your advantages, and let it do the work.
I see no problems on dealing with all that geometry by collapsing them into triangles or leaving them as n-gons, the surface is flat. Although I would add more geometry to support it before leaving them as free n-gons. You have to see how the mesh reacts to it, if it doesn't look weird on the viewport, that's good.
This might not be the best way ever for sure, but i started with a geosphere, deleted some faces and use the sperify modifier, then collapsed and manually bridged the faces. The results are not very clean but with some more play around you coud get a decent enough version. This took like 5 minutes, so if you spend more time the result should be cleaner.
Waiting for the pros to bring up better ways
Sideview, cut faces tool and remove the faces where the flat area will be, select faces and extrude with an offset to get a control edge on the outside, then extrude to center to the inner control edge. Surely there's a similar way in Max.
Edit: For a more Zbrush friendly experience, in quads. Mostly.
They're starting with a geosphere (think a cube subdivided then smoothed to be more spherical) ; you're starting with a regular sphere that's capped with a pole. Hence the difference in geo.
They're starting with a geosphere (think a cube subdivided then smoothed to be more spherical) ; you're starting with a regular sphere that's capped with a pole. Hence the difference in geo.
At the end of the day you really don't need a script, just start with a box, turbosmooth it, add a sphereify modifier to round it out and you're ready to go.
Right. That terminology is probably universal and I'm just unaware. Quadsphere then.
Oh and for anyone using modo, you can do the same as Mark Dygert suggests but use background constraint in place of the sphereify modifier (there are sphereify scripts but I can't recall having much luck with them), simply scale your 'quadsphere' up inside a regular, sub'd sphere with its faces flipped.
apologies for posting two separate shapes, two days in a row but I'm really struggling with one :P
I need to turbo smooth this to get a high poly but I can't figure out how to place my supporting edge loops around the triangular holes and keep the curved surface nice and even.
Replies
Anyone have any suggestions on tackling this? D-:
I've made an FBX available too
Essentially I'm trying to get the same, nice, crisp result on the side sphere extrusions as the front one - whilst maintaining a nice overall curvature.
Try changing its rotation values on the Channel Box, or manually with the Rotate Tool, to see which is the correct axis.
If you don't look at your model from different angles you'll never find the problem.
Quick solution:
Select those vertices, and slightly drag them out. You can make other minor correction on the front part.
There is an hard edge that needs to be fixed on the middle of the shape too.
In the movie version the whole "main" chair is one piece. But in the 3D version it looks like it's acctually a indent, and from the indent there's some kind of extrusion. Which one are you trying to do?
SonicBlue, thanks - I'll keep tweaking the vertices abiding to your feedback.
wirrexx, I'm not strictly abiding by either design; more just creating something that nicely represents the design itself. At the moment, I'm cutting in the extrusions based on the movie design (where it looks like they're welded on).
EDIT : Added an image, made it rectangular for the supports, even tho its way better, its not perfectly smooth, its cause some weird pinching at the rim and bulge on the side supports edges. T_T
https://dl.dropboxusercontent.com/u/7741113/Hole_In_Cylinder.obj
I don't post here often or at all but i would like to know when inserting edge loops in maya is there a way to mirror it so that its inserted equally on both sides?
It pains me that my models have edge loops that aren't precise because I'm essentially guessing what the distance is for the other side.
Updated the thread title :poly124:
Any advice for carving a circle into a sphere?
A 3D wizard never uses too much geo, or too little geo. He uses precisely as much as he means to :P
There's a thread somewhere full of that kind of advice. I'll have to dig up the URL tho ...
My 5 cents, fast and dirty could be done with lower poly . But i'm lazy.
Cheers for the help on these sort of shapes folks. Will take it into ZBrush later and add some creasing, etc. to the leather parts
Thank you! That helped loads!
I'm doing a refresher course in 3d modelling.
I'm building a desk with handles kinda like this:
The desk's easy, but I'm not sure if it's better to have the handles on separate elements to the drawers or if I should try and have one mesh for the entire (static) model.
I'd prefer separate elements because it's much easier to model, but I'm not sure if that's setting me up for pitfalls or not.
The low poly is a different story sometimes, but my high poly meshes are often in many pieces.
I was thinking about modelling a simple canister. The basic form is quite simple using subdivision modeling. But how to implement these cavities?
More detail could be used on the base model, but this will degrade the managebility of the main simple form, espacially if the cavities are just on one side, loops will also run around the other one (and they are not needed there).
1. Is it just clever thinking on howto subdivide the main model further, or are there better techniques for implementing details on basically plane surfaces (I guess, floating geometry won't help here if I'm interested in a highpoly model).
2. Furthermore, are there some tricks to get the look of welding seams for metal parts?
Thanks for your thoughts on this.
kruemel
So... this is my first post but I had the same question a while back. I'm a Modo user, but the principles still apply to other software.
Here's a YouTube video by Peter Stammbach that models something extremely similar. His other videos are also worth checking out.
[ame]https://www.youtube.com/watch?v=7eV8_d1mW7I[/ame]
If so will just tapering the ends and intersecting the pieces not work?
le_kruemel: The can is in two halves naturally anyway. don't take the loops further than needed.
Also, the above tutorial should help. Yes the nature of the indentation is different, but you can do a similar self contained loop termination where the indent meets the main canister shape.
It has a lot of indented parts that are confusing me on the best way to form a polyframe an example on how would be much desirable.
My current way of thinking is create a lot of unnecessary lines instead of combining lines but if i combine those lines the smooth preview produces alot of funky results.
pleasen, show us what you've got, you can't think that we know what part you're talking about and how to solve it for you, if you don't show us what you've done
Similar. There are a lot of different selectors.
What i have.
3 is for Smooth Preview (Maya) & W is for Wireframe.
This is considering your mesh, but you'll need more supporting edges, depends on how the shape reacts to the subdivision surface.
If you look at the reference picture, you'll notice that there are some details you're missing, the two steps (difference in height) to block the fire selector from going where is not supposed to be.
This bottom picture is an airsoft version, don't rely too much on the replicas for edge definition.
I fixed some of it but I'll try and reiterate my point from before, I'm not sure if i should insert more edge loops like this just to create a quad shape or use the current amount of vertexs and connect between those points but the problem with that then is you get odd shapes forming when smooth which primarily happen to quad tri's
I LEARNED IT FROM YOU DAD
You don't really need all that geometry to reproduce that shape, use SubD at your advantages, and let it do the work.
I see no problems on dealing with all that geometry by collapsing them into triangles or leaving them as n-gons, the surface is flat. Although I would add more geometry to support it before leaving them as free n-gons. You have to see how the mesh reacts to it, if it doesn't look weird on the viewport, that's good.
Just wondering how you guys would about modelling this sort of shape in 3DsMax?
[IMG][/img]
Waiting for the pros to bring up better ways
3Ds max file: https://drive.google.com/open?id=0Bx6c3u6g8_uMQ1lLQmxGQ3B0WEk
Also started with Geosphere.
used a cylinder to match the topology right (Right amount of Geo)
And Boolean.
little clean up and TS.
Thanks guys this is exactly what I was looking for. Much appreciated!!
Edit: For a more Zbrush friendly experience, in quads. Mostly.
I used the QSlice tool to cut the flat part,
the top parts doesn't look great, but it works tho
a geosphere is something very different in max :P
http://www.scriptspot.com/3ds-max/scripts/quadsphere
http://www.scriptspot.com/3ds-max/scripts/quad-primitives
http://www.polytools3d.com/tools/quadsphere/
At the end of the day you really don't need a script, just start with a box, turbosmooth it, add a sphereify modifier to round it out and you're ready to go.
Oh and for anyone using modo, you can do the same as Mark Dygert suggests but use background constraint in place of the sphereify modifier (there are sphereify scripts but I can't recall having much luck with them), simply scale your 'quadsphere' up inside a regular, sub'd sphere with its faces flipped.
apologies for posting two separate shapes, two days in a row but I'm really struggling with one :P
I need to turbo smooth this to get a high poly but I can't figure out how to place my supporting edge loops around the triangular holes and keep the curved surface nice and even.
Any help would be greatly appreciated!
Thanks.
heres a link to the .OBJ...
https://drive.google.com/file/d/0B8PSgbWOt83KM2dDYVhJY182aXc/view?usp=sharing