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Practice with Sub-D modeling (Critique please)

Howdy...

So... i'm new to the website, but for last two days i've spent as much free time as possible going through the site and seeing all the awesome work, and insightful comments left by members. I'm very impressed and hope that i too can eventually contribute some inspiring work, until then i need as much critique as possible.

I'm learning Sub-D modeling and have already studied the 'Inorganic Essentials' tutorials by Grant Warwick...and i'm still going over them. I'm used to modeling and animating in Maya...so any tips on Max 9 would be very appreciated!
I've dabbled in hard surface modeling for a couple years now, but need to get back in the loop and learn some new tricks, in a sense. Here's a link to my 'Image Shack' profile if you would like to see some of my concept art and all gun models to date...

http://profile.imageshack.us/user/Evan_0_Matic

For this thread though i'm just going to post pics of where i'm at with Sub-D modeling attempts. I would like to post some wires as well, but don't know much about rendering in Max.

Anyways...here's my first sub-d model. A bullet...nothing special.

bulletsubdky0.th.jpg

Replies

  • dolemite
    hey I looked at your image shake profile. You have some cool guns in there.
    Bullet seems a little flat on the tip? I don't know if that is how it's supposed to be.

    Looking forward to seeing more!
  • LEViATHAN
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    LEViATHAN polycounter lvl 11
    dolemite wrote: »
    Bullet seems a little flat on the tip? I don't know if that is how it's supposed to be.

    Hollow point.
    Looks nice, looks like you just did a regular model and applied a turbosmooth, separated for each smoothing group though, instead of a "true" sub-d model.

    Also screengrabs > ao renders.
  • dolemite
    istockphoto_1653751_hollow_point_bullet.jpg


    Do you think it is important to have the hole in the end going down into the bullet? All the hollow points I've seen personally have this, but I'm no expert.

    Also, since you bring up separating for smoothing groups, is that a problem?
  • Ghostscape
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    Ghostscape polycounter lvl 13
    dolemite wrote: »
    istockphoto_1653751_hollow_point_bullet.jpg


    Do you think it is important to have the hole in the end going down into the bullet? All the hollow points I've seen personally have this, but I'm no expert.

    Also, since you bring up separating for smoothing groups, is that a problem?

    A bullet like that is probably the most simple shape in the world to model in sub-d and would take about 5 minutes, if that. Why wouldn't you model every detail of it? It's not like the divot in the front is difficult.

    If you want to model a hollowpoint bullet, then model it. Especially if you're trying to learn. Especially if it seems difficult.

    Don't forget the creases that run down the sides to help the hollowpoint expand on impact. Those are probably the most difficult parts of that shape.
  • pestibug
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    pestibug polycounter lvl 18
    Using smoothing groups with sub_D is kinda defeting the purpose of modelling in sub_D. With smoothing groups you get hard edes, like ultra/unrealistic hard. There will always be a minimal bevel on a edge, unless it's 2 object intersecting/overlapping (but even then).

    With sub_D, to get a sharp edge, put edges really close together, the closer they are to eachother, the sharper an edge/crease you will get.

    I agree with ghostscape, this is an extremely simple model, and leaving it where you are now would hardly be any practise. Model the indent at the top, and make those pinched creases.

    Also for the future, post a screengrab of your viewport with wireframe and no fancy lighting shading. That way we can read the mesh and see where any problems are and how they can be solved.

    Good luck with the tip of the bullet :D
  • IronHawk
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    IronHawk polycounter lvl 10
    just a quick crit here but use some bigger bevels and show something real time so we can give real crits. Not trying to be a dink just up late on a friday.

    GL
  • Evan-0-Matic
    I didn't use any smoothing groups...It's all one turbo smooth with 2 iterations.

    And the bullet is a Smith and Wesson .40...so it doesn't have the hallow point, but you are right i should try to do that bullet as well.

    Again this is my first try with sub-D modeling and it really doesn't show much effort, but this did take me awhile because one, i'm not at all use to Max, and two i've never messed with Sub-D before.
    Thank you all though for you're responses....

    One last thing, i don't know anything about rendering in Max, the rendering scene i used was given to me and i would love to have some advice about rendering and 'screen grabs'...i just need to know what you mean.
    Thanks again.
  • pestibug
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    pestibug polycounter lvl 18
    Sorry, I didn't imply you used smoothinggourps, but you asked about them, that's why I told that bit (my bad for not being more clear)

    Okay, about rendering and such and why we ask for that stuff:

    A model as is presented here, all nice and smooth and with lighting, doesn't really show us much info. Sure it shows the model, but rendering it all nice like it is now can obscure mistakes in the model.

    So, we always ask for: wireframe (screengrab)1, flat shaded2(screengrab/render), render with wireframe3.

    rendermodeszo3.jpg

    1 and 2 are booth screengrabs, make sure your model is nicely zoomed in and use printscreen, then copy paste to photoshop/paint whatever. Wireframes help us the the edges and topology of the model, flatshaded shows us if the mesh needs tweaking, edge turning. Well, it just shows us loads ;)

    3 is a render with wireframe, I don't know if this is the easiest way, but clone your model, apply a push modifier and push out the clone slightly. Add a new material to the clone and set it to wireframe (a lil'tickbox in material settings). Give it a color (black mostly) and render out your scene, voila, model with wireframe on top!

    Also, never render on a black background please :)
  • Evan-0-Matic
    pestibug wrote: »
    Sorry, I didn't imply you used smoothinggourps, but you asked about them, that's why I told that bit (my bad for not being more clear)

    Okay, about rendering and such and why we ask for that stuff:

    A model as is presented here, all nice and smooth and with lighting, doesn't really show us much info. Sure it shows the model, but rendering it all nice like it is now can obscure mistakes in the model.

    So, we always ask for: wireframe (screengrab)1, flat shaded2(screengrab/render), render with wireframe3.

    rendermodeszo3.jpg

    1 and 2 are booth screengrabs, make sure your model is nicely zoomed in and use printscreen, then copy paste to photoshop/paint whatever. Wireframes help us the the edges and topology of the model, flatshaded shows us if the mesh needs tweaking, edge turning. Well, it just shows us loads ;)

    3 is a render with wireframe, I don't know if this is the easiest way, but clone your model, apply a push modifier and push out the clone slightly. Add a new material to the clone and set it to wireframe (a lil'tickbox in material settings). Give it a color (black mostly) and render out your scene, voila, model with wireframe on top!

    Also, never render on a black background please :)


    Awesome...i'll give it a go today or tommarow. Thanks!
    I also have an idea of what i would like to fully model with Sub-D.
    Update soon.
  • Mark Dygert
    On a totally unrelated note, when working with sculpting apps or sub-d work its better to use a quad sphere then a regular sphere that has poles surrounded by triangles...

    http://boards.polycount.net/showthread.php?p=810733
  • Evan-0-Matic
    Thank you all for all your advice so far.

    Here's the small hand gun (Kel Tec P-11) i've decided to model in sub-D, i'm starting with a 'low' poly model and working my way up to the high. I figure i'll give it a go that way first and see how i like the process.

    Here's a screen grab(s) of the slide (pretty much done) and a reference pic.

    keltecp11fl3.th.jpg
    p11wire1sd2.th.jpg
    p11wire2ei5.th.jpg

    I modeled the gun in Maya so far, because i can't figure out how to import the reference pic into Max...every time i do i can't move it or the view in which i import it to?

    Anyways, i'll be doing all the the Sub-D in Max.

    Also, the mesh may seem pretty simple but i'm not sure what kind of shapes i should be focusing on for a proper sub-d mesh. Any crits welcome.
  • Old Arn
    Looks pretty good so far! Just a bit of advice, though... take out that dimple you have on the primer. You only get that AFTER a round has been fired, which is caused by the impact of the firing pin striking it. It would also be a bit smoother, without the hard edges. I'd send you some reference pics, but I digital camera right now.
  • Evan-0-Matic
    Old Arn wrote: »
    Looks pretty good so far! Just a bit of advice, though... take out that dimple you have on the primer. You only get that AFTER a round has been fired, which is caused by the impact of the firing pin striking it. It would also be a bit smoother, without the hard edges. I'd send you some reference pics, but I digital camera right now.

    Cool, thanks for the tip!

    I saw it both ways doing a google search and was wondering, "why the difference?"
  • Old Arn
    No prob. Here's a link to a site that sells ammo: http://ammoman.com/. They have good reference pics of different calibers and types. Just another tiny bit of detail: if you're planning on using any of the firearms and ammo you're modeling in a scene or game, hollowpoints aren't allowed in military use, only for law enforcement and civilians.
  • Evan-0-Matic
    Old Arn wrote: »
    No prob. Here's a link to a site that sells ammo: http://ammoman.com/. They have good reference pics of different calibers and types. Just another tiny bit of detail: if you're planning on using any of the firearms and ammo you're modeling in a scene or game, hollowpoints aren't allowed in military use, only for law enforcement and civilians.

    Great website, i'll be using it alot once i need to know what some other calibers look like. Thanks!

    And yeah, i know about the hallow point regulations, kinda odd if you ask me. But i don't want to get my own thread off topic, haha.
  • Ghostscape
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    Ghostscape polycounter lvl 13
    Thank you all for all your advice so far.

    Here's the small hand gun (Kel Tec P-11) i've decided to model in sub-D, i'm starting with a 'low' poly model and working my way up to the high. I figure i'll give it a go that way first and see how i like the process.

    Here's a screen grab(s) of the slide (pretty much done) and a reference pic.

    keltecp11fl3.th.jpg
    p11wire1sd2.th.jpg
    p11wire2ei5.th.jpg

    I modeled the gun in Maya so far, because i can't figure out how to import the reference pic into Max...every time i do i can't move it or the view in which i import it to?

    Anyways, i'll be doing all the the Sub-D in Max.

    Also, the mesh may seem pretty simple but i'm not sure what kind of shapes i should be focusing on for a proper sub-d mesh. Any crits welcome.

    Focus on keeping things in quads and grid-like. Use a smoothing modifier/whatever maya calls them on top s oyou can see what it looks like. The current mesh you have isn't good for subdivision at all.
  • Evan-0-Matic
    Not very confident with this mesh so i wanted to get some feedback before i moved unto other more complicated objects.

    The piece is simple, but again i'm new to Sub-D and had a bit of trouble working out all the errors, it looks good on 1 iteration and perfect on 2. Not sure if that is 'ok' or not.

    Anyways, let me know how it looks.

    wire3xy0.th.jpg
    wire4mb5.th.jpg
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