Hi there,
I'm about to start modeling the high poly of an UZI and before I start, I was wondering how I could best achieve these areas.
The first is the knurled texture in the areas I've noted in the image. I haven't got a clue how to go about this. I was planning on using an image based normal map from Crazybump overlaid on the baked normal map but I'd rather know how it would be done in 3D.
The second is the ridges on the handle. I was thinking maybe add loops around the handle then doing an edge-to-spline to get the contour around the handle, then tweaking the length of each spline and either using spline rendering or a sweep. But if there's a better/quicker way then please do point it out.
I'm downloading Racer445's weapon tut as I know he gets the knurled effect on the handle, but it's taking a while to download so I thought I'd ask here first.
Many thanks
Replies
In max: create plane, make two cuts corner-to-corner so you have an X with a vertex in the middle. Pull it up to make a pyramid, extrude a skirt around the base, bevel all edges once, array out to (in my case) 20x200 grid. Attach and weld verts, bend 360 degrees, drop another edit poly to weld the seam cap the top, and inset the top poly once, then turbosmooth.
Personally, I prefer to model everything on the high poly, even small detail like these. Most of the time, is not as difficult as it looks, sub-d is pretty much a bunch of repetition. Plus, you practice modelling
Of course, it depends on how much time you got. If you got time to fiddle around the high poly, just do it. in the end, it pays of.
Eq, that's awesome, I completely forgot about chamfering vertices. I was thinking 'hmm if I could get a diamond pattern going on then I could figure it out from there' then saw your post and it all became clear!
Glib, your method rocks too, and having two ways to do it should allow me to knurl whatever the hell I want without problem!
And yes, I was also wondering whether you hand selected every vert on that cylinder :O
Thanks again to all who replied.
The first question should probably be, are you going to give low poly UV layout enough space to actually capture those details?
Modo has a "repeat selection" function, so you select 1 vert, then select the 2nd, and just hold down the left arrow key and it will continue that selection. Then go up to the next row of verts and do the same.
All I can say at this point is Max could really use a function like this. I'm sure there's probably an easier way to do it than hand select every other vert, but if there is... I don't know it.
And Vig, you make a good point. The answer to that question at this stage is, I honestly have no idea. My level of experience isn't at a point where I know how well details will bake in regards to their UV occupancy, but I was gonna go for a 'try it and find out' method on this one! I've exaggerated the knurled areas somewhat and hopefully it will show up on the bake.
Thanks again for the replies.
Ooops.
Okay okay, rotate the pyramid 45 degrees before doing the arrays.
you could also paint a little 127,127,255 blue over some of the diamonds to mimic the rubbing effect as well in your normals
Here are the steps to make something like EQ's result with modo in Max without much effort.
1. Create a cylinder with height:30 radius:30 heightsegs:10 sides:60
2. Select one vert and run the "Select Adjacent Verts" script until every other vert is selected.
3. Chamfer those verts with the amount of 2.5.
4. Run the "Frame Selected Elements" script once.
5. Run the "Select Adjacent Polys" script once.
6. Invert Selection.
7. Bevel the selected polygons with height: 1.0 outline: -1.0
8. Select every edge
9. Chamfer the edges with a value of 0.15.
10. Select the top and bottom polys.
11. Inset the polys with a value of 1.0 twice.
12. Add a turbosmooth modifier.
and here are the scripts:
http://www.bryancavett.com/maxscripts/adjacent_Selections.ms
They should show up under the "BCTools" category.
I found a small typo and made the adj_Polys script much faster for selecting polys in a dense mesh.
Re download it if you already have it.
http://www.bryancavett.com/maxscripts/adjacent_Selections.ms
Right, back to the model! I'll get a WIP up soon.
Duplicate handle with TurboSmooth and drop it to an editable poly.
Select edges where raised parts are, or as close as possible.
Create spline from edge selection.
Make spline renderable with radial profile.
Tweak length / shape of splines if necessary.
Thanks Bryan, This way of knurling is great!
[I know I've necrod this topic but its actually a really good tut and still relevant]
For the handle i'd go with zbrush + projection master ... i saw a tutorial about this or something similar over at zbrushcentral.