Hey guys,
I'm modelling some weapons for a MOD in it's early, early stages and have decided it's time to sort out a problem I've had with hard surface modelling for a long time...
Basically, as the pictures show, simply chamfering the edges creates this dodgy pinching effect in the corners where it meets the round barrel. I've got by with just kind of bodging in extra lines about the place before but it's always a compromise, most often damaging the roundness of the barrel itself. I'm sure there's a way of getting those hard edges to meet a round surface without nuking the curves when mesh smooth is applied and I'm desperate to find out what it is
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Hope you guys can help!
Cheers,
Sp0nge
![capture001.png](http://img844.imageshack.us/img844/6388/capture001.png)
![capture002o.png](http://img227.imageshack.us/img227/5317/capture002o.png)
![capture003.png](http://img801.imageshack.us/img801/189/capture003.png)
Replies
For Hard Surface its allways a good idea to break your mesh up as much as you can, if its logical and if it fits the reference.
if its essential to make it as one mesh id increase the number of segmetns of the cylinder to keep deformations in a localised area.
also looking at your mesh you seriously need to clean up your bevels. Theres is nothing wrong with using chamfer, you just need to do it a loop at a time. clean up the little funny bits and then the the crossing loops. if you do them both at the same time it becomes a bit of a cluster fuck
by adding more geometry to the barrel do you mean like the blue lines in this pic or the red lines or both? I assume this would basically take the pinch down to a neglagble size rather than remove it?
cheers!
@bbob: how do you mean more loose? you mean like a larger chamfer to get a smoother edge? It's pretty much a very sharp edge on these parts when I look at the reference so I'm not too fussed if it looks sharp on the normals eventually? is that what your talking about? i dunno
Sometimes you have to twist reality to your needs
I'll post some updates when I get a little further on, cheers for all the help chaps
sp0nge
x
anyway, I started off with a 36 sided cylinder. I then made a 9 sided cylinder for the cartridge holes and rotated it around into 6 equal positions using the snap function set to vertex. I then deleted the end faces of those cylinders and flipped their faces, then just kind of borked some faces to join up the main cylinder.
for the other side, with the grooves (the front half of the cylinder) I made a 24 sided cylinder and chamfered every edge that sat between the cartridge wholes and inset them slightly to form the grooves using scale on vertex selection.
From here, it was all just down to mashing the two halves together, making sure that I effected all grooves at the same time by selecting the corresponding verts in each one and using transform tools to raise or lower them from the central point instead of moving them individually. There should be enough angles here to copy it roughly if you need to, otherwise it's just down to trial and error
As people have pointed out already, some of my chamfering is a bit overly tight so just go with what feels right. hope this helps, let me know if you want anything cleared up
If you need anything, or want to know anything i can help, just tell me and i will try to help you
And, thanks again :P
Here's a couple of view-port renders of the low poly using a standard dx shader:
...and here's a link to the finished high poly turn around:
[ame]
P.S. this is a 3rd person mod hence the lack of too much crazy mechanical detail and the lowish poly count
cheers!
Nice pistol, btw!
Select the edge, select extrude, select 0 for heght and then drag the edges to the size you want.