Looks nice. Why did you do everything with straight up geo? Have you considered using less geo and using turbosmooth? You could get the same quality with less geo and it would run better in the viewport.
Was going to make a screw joke....everybody else already did a good enough job...so screw that.
Come on guys, cant you tell the sarcasm...why would a screw need more detail than it already has, you guys are too serious I even dropped a "screw" joke in there...geez, kinda guys. Still though, its good looking, you must take your screws really serious
if you are worried about, being able to handle more copies of the screw, I would have personally done the object with floater geometry with about 4 pieces, top, ridges in the middle, under side, and bottom area.
That would have saved time probably too, but good job none the less
It's good practice. But for a portfolio piece, I don't think so. In all honesty, if I had time on my hands I'd work on something more interesting..like a tank or a car. Unless you are looking at a career in product design and vis, I'd say stick to more relevant things... Then again, what the hell do I know. Whatever makes you happy.
That's damn good! What's your workflow for the swirly bit on the bottom? Last time i tried to model a screw it had me stumped.
I detach the bottom cylinder of the screw from the "main body" ,then i do a Spline-->Helix trying to match the spiral of the real screw,then a Sweep modifier with the "Bar" shape & i use Pro Boolean to impress (or imprint,not sure of the right word) the topology from the spiral to the cylinder,i clean some vertex & attach it back to the main "screw body",then i select the polygons of the new spiral topology & a bevel (& some manual work to cap the bottom & to weld with the main body)
lol guys,sorry if i don't have much update today,i found some trouble
I was doing one of the 3 type of front grid of the panel,this grid have an hexagonal pattern & this is easy,I was even bending the borders of the grid of 90°,like in the real grid & even this is easy,but then there was to bending the grid of 10° in the front view,I was thinking to do that using FFD or Bend,but soon i discover that they stretch a bit the front hexagons,ruining my pattern,so i delete that & start over from beginning
This time i use another workflow,that reaquire more time & brain,but now i have a grid bended of 10° with the hexagons not stretched on the front view so I am proud of it,a good training
i still have to finish this grid,weld vertex & stuff,but i put a preview to show you guys how it proceed :thumbup:
many polys here,you can see an ant walking on this grid
Hi guys,today i continue working on the case,i start doing the top panel,the low poly is 90.000 poly,this because all those hexagons generate a lot of topology lol
(I have to add another type of screw on that panel for the inside Fan,then to close the sides of the panel,but before i do that i want create the back panel,to be sure that all is in the correct position
Replies
I'm not sure about what was done here, but one way to go is creating a helix, extruding it and welding the appropriate verts.
Was going to make a screw joke....everybody else already did a good enough job...so screw that.
if you are worried about, being able to handle more copies of the screw, I would have personally done the object with floater geometry with about 4 pieces, top, ridges in the middle, under side, and bottom area.
That would have saved time probably too, but good job none the less
- I hope you have a Cooler Master Case.
oh, a computer case this should be cool, a fucking screw?!... oh but looks pretty good tho.
It's good practice. But for a portfolio piece, I don't think so. In all honesty, if I had time on my hands I'd work on something more interesting..like a tank or a car. Unless you are looking at a career in product design and vis, I'd say stick to more relevant things... Then again, what the hell do I know. Whatever makes you happy.
@Shiniku:
I detach the bottom cylinder of the screw from the "main body" ,then i do a Spline-->Helix trying to match the spiral of the real screw,then a Sweep modifier with the "Bar" shape & i use Pro Boolean to impress (or imprint,not sure of the right word) the topology from the spiral to the cylinder,i clean some vertex & attach it back to the main "screw body",then i select the polygons of the new spiral topology & a bevel (& some manual work to cap the bottom & to weld with the main body)
@thatanimator :
2-3 minutes each render lol
@gsokol:
yes,but at the sides i have 40 bevels,so even i have all that topology in place for that reason
@makecg:
YES, HAF 922
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Starting the front pannel,here the first detail of it (the material is only for preview purpose)
I was doing one of the 3 type of front grid of the panel,this grid have an hexagonal pattern & this is easy,I was even bending the borders of the grid of 90°,like in the real grid & even this is easy,but then there was to bending the grid of 10° in the front view,I was thinking to do that using FFD or Bend,but soon i discover that they stretch a bit the front hexagons,ruining my pattern,so i delete that & start over from beginning
This time i use another workflow,that reaquire more time & brain,but now i have a grid bended of 10° with the hexagons not stretched on the front view so I am proud of it,a good training
i still have to finish this grid,weld vertex & stuff,but i put a preview to show you guys how it proceed :thumbup:
many polys here,you can see an ant walking on this grid
(I have to add another type of screw on that panel for the inside Fan,then to close the sides of the panel,but before i do that i want create the back panel,to be sure that all is in the correct position