Hey there,
I'm having some modeling issues trying to join two cylinders together.
I just want to connect the two cylinders where they intersect and have a smooth transition between the two. Kinda like how a bike frame is welded together.
I've looked at both Sathe's method, and Ben Tate's which is simlar, but the problem (unless I'm missing something) is that it only works when the adjoining cylinder is of a certain size in comparison to the other cylinder.
In this case, I need the cylinders to be a specific size... .13 units and .16 units.
Using the method in Sathe's tut isn't working because the cuts are too close to the existing edges which results in pinching when TS'd.
Of course, it may be possible to adapt the method to make it work but I'm having trouble.
I know a simple alternative would be to just shove the cylinder into the other and use mentalRays hard edge bevelling thing but I feel I should really know how to model it properly.
I get the impression this is one of those situations where there is a way of doing it that can apply to any size cylinders... I just don't know that way of doing it!
Here's a screenshot explaining it... if you wanna try it, I'm using a 12 sided cylinder of .16 units radius, and an 8 sided at .13 units... only the size difference is important, if I need to up the number of sides then that's no problem.
Replies
When I try this I get flatspots around the joint when it's TurboSmoothed.
EDIT: This might well work, I'm probably doing it wrong.
And as you said whipSwitch, adding more sides to the cylinder was the solution.
Thanks!
I'm modelling a bike frame, and it's taking me such a long time that I'm rethinking how to go about it.
The difficult areas are where the back section that holds the rear wheel join the frame under the saddle, and also the bit where the pedals go where you have like 3 bars joining at the same point.
Is it even worth modelling them so they actually join? Or would it be better to just edge them up to each other, and maybe add some weld detail with ZBrush or even just the sculpt geometry tool?
In reality, the tubes are obviously not inset into each other, they just butt up and are welded.
Part of me is thinking I should learn to do it since it'll improve my skills, but part of me is thinking I could save a lot of time and finish with an equally good if not better result by not actually joining the cylinders.
What would you do?
There is gonna be a low poly eventually so I'm keeping that in mind, but I'm thinking I can just use separate cylinders for each bar, and just flare out the end to encompass the weld.
http://www.etereaestudios.com/training_img/subd_tips/agujeros.htm
(English translation from Google)
Monster -
That's kinda what I was thinking, either way is gonna yield equal results I think and if anything, the non-joined method would be more realistic.
I think it's just me being overcritical thinking I should be able to do it... I probably should really, but I'm just gonna save so much time doing it the other way and less frustration for hopefully a decent result.
Thanks again.
http://www.staticcurve.com/Artists/viewtopic.php?f=11&t=168
Thanks a lot Bitmap if you read this!
I'm just gonna butt them up against each other and sculpt welds, it'll look better, be easier, take less time and really it'll replicate how they're built in reality... *insert more justified reasons for cop-out here*
i'm everywhere lol
I think this is a huge issue. It's the portfolio piece vs. production asset issue. There a lot of things people do in highpoly that take way too much time, that essentially becomes completely wasted when the texture is baked, compressed, and shown in a normal resolution. Shortcuts and hackery are win on the job!
I seriously love Flow Connect, it's such a time-saver at times!