Hello mates. I am trying to model a hover bike for modeling practice. I have stucked on a situation which i cant make it look good. Here i am adding pictures that describe the problem clearly. I am also attaching the .obj file. If you can help me, ill be glad. Thank you!
Model;
Wireframe;
Adding supporting edges;
Bad Result;
And this is the .obj file for the model without adding these supporting edges;
https://www.dropbox.com/s/ztd5wgg8oltq0ub/hoverbike.obj
Replies
I've found that trying to reinforce an opening along a curved surface yields much better results if there are a lot of edge loops to start with before actually making any modifications.
In the image below, I took the cylinder on the left and subdivided it twice before attempting to reinforce an edge loop along its surface. I think if I had subdivided one more time the crease would have been virtually invisible.
The problem has to do with edge loop averaging when you smooth. The smaller the gap between edge loops, the shorter the distance supporting edge loops travel as they smooth. Actually subdividing (Mesh Smooth) creates a more "averaged" curvature of your shape so the effects of supporting loops are less noticeable.
You can play around and get it all quads, but usually ngons somewhere out of sight work nicely enough. Terminating loops in quads can sometimes be more effort than it's worth.
Also, check out this thread: http://www.polycount.com/forum/showthread.php?t=74848
I know that sometimes N-gons works fine (as long as they are on a flat area and not close to a edge?) The same thing with Tris.
Is there a possibility for you to make that part seperate as a floating object and still make it look good? then try so.
It's not recomended to convert poly's to Nurbs. in the edit menu select Convert-> polygons to sub divisions and try the videos i posted down .
ou could draw curves and then just to a NURBs fillet and leave it like that or convert it to polys.
PUT IN MIND, im new to this and still learning been modeling for the past 5-6 months but im still learning many great ways to do stuff by mixing nurbs and polygons (converting the first mentioned part to polys when finisheD)
now this is only for Nurbs, but it will cover up to objects and fill the space between them.
[ame="http://www.youtube.com/watch?v=QmdlFCmowQQ"]Maya Tutorial: 42- Blend Fillet Tool.mov - YouTube[/ame] take a look at that, just to get a hum what i am talking about!
[ame="http://www.youtube.com/watch?v=X2blYvA4NBY"]Maya: How to trim NURBS surfaces | lynda.com tutorial - YouTube[/ame] and take a look at this might help!
This is the most sensible solution to your problem. Don't fight the program, instead learn tips and tricks to bend it to your will. There is usually nothing wrong with breaking up an object as long as its done sensibly.
When i was first learning 3D i tried to make everything attached... bad move! 3D modelling is half about faking it, to make it, imo lol.
And if I'd thought about it, I would have put the perspective window to full screen so you can see what's happening easier.
If this is poor form, please let me know, as I'm still new to this stuff myself!
Also, not sure how I upload a video in to here, so here's a link:
http://www.youtube.com/watch?v=QT_mogOp9vU&feature=youtu.be
So heres is my new question; in Modos web site i read in somewhere that it says maya also supports psubs. It was saying you can use the same output (edge weighted) in Maya. But how, anyone knows it? Thanks.
http://www.onnovanbraam.com/index.php?tutorials/