it's taken from real-time modo viewport Using a matcap shader to emulate 3dsmax style appearance. Works well to me. Modo supports both antialiasing and matcap shaders in realtime.
Why don't you Give the mesh a material then set the Wireframe colour from the little colour box next to the mesh name (top right of step 3) and press f4?
Then you dont need to constantly add or remove meshes, the colour and material of the mesh is controlled with the material and the wireframe colour is controlled from that little box.
Also, 4 -> 1 is the most confusing tutorial order ever XD
there tends be a couple of times where the aliasing for the wireframe gets spotty whenever I use the regular version so that's why I sometimes use this. Also yea I accidentally made the tutorial inverse...at least you can tell it was quick something quick :S
In the higher piece here I have added more loops to define the hard corners. This results in hard lines up and down. Deleting the middle edge in the large portion of it doesn't work well either because then you have a pinch.
The lower piece (what I called the "mask" before) doesn't have the extra edges in place, so it results in undefined edges that soften down to a warbly clay-like structure.
Maybe this will help define the issue I'm having. Because this is a curved surface its very touchy with the extra loops for definition. Thoughts on how some of you would address this? Thank you.
Hello world! (No scripting/programming languages were harmed in the making of this introduction)
So I am running into my lack of experience barrier on modeling some of these shapes. I'll probably just move over to floating geo in the name of progress, but for the future I would love to note a good way to do this.
The major issue I am having is that I am trying to extrude shapes from a cylindrical object. Namely the bayonet stud and the thicker cylindrical connection at the end of the barrel by the front hand guard (wood bit you aim with). Problem there's this obvious slice of transition that extends half way to the pre-turbosmoothed edge loop.
Tried to correct it in image 3 full well knowing I would probably kill my cylindrical shape. Which it did (see 4)
Hello, was wondering if I could get some help with my topology. I'm modelling a penguin in 3ds max. But I keep getting weird pinching and things like that. I'm going a 3ds Max to Mudbox workflow. So I want this to be the final low poly when it gets brought into game.
Will anyone lend me some advice on where to put the edge loops or where to add/remove detail? I've been trying to add loops here and there but it seems to make things worse rather than fixing them. I want him to animate and the flippers need some work too. I want to avoid weird stretching as much as possible.
I'm extremely thankful for anyone willing to help! thanks.
Well that sucks, but it's impossible for us to tell you how to solve it if we can't see the problem. Besides, when you do it a second time chances are that it will click and you'll figure it out on your own. 30 mins is not a lot of time.
For your 870 stock, (I believe that's what it is you're working on), try using this as a starting point: http://youtu.be/2Tgy0lBdJK0?t=51m14s Best of luck.
All I know is that most of my reference is the Springfield version of the M1 Garand haha, not to knowledgeable on guns :P That tut looks pretty sweet. I'll check it out over lunch
No idea if that's useful, but I'd maybe start it something like that..?
The details I would dynamesh and bake down, however I'm not sure about the topology at the bottom of the handle where I shaded the squares, maybe someone can offer a better idea?
"Dynamesh" aka bringing your high poly into ZBrush then processing it with a feature called "dynamesh" which basically re-topologizes your high poly and redistributes your geo as even quads over all surfaces making it easy to carve in details like scratches and dents. You would from that point recreate a low poly in the same silhouette of your ZBrushed model and bake down all of that detail into texture maps.
It's kind of an advanced workflow to be throwing at somebody having issues with sub-d techniques anyways so I would avoid that for now.
@Shinigami: how often have you tried? I only see one version there. Maybe also show us the other approaches you have tried.
I thought I should grab a problem from this thread from time to time and try it myself. Seemed like good practice opportunity to focus on some tricky parts and skip the less challanging parts that object has.
So please don't take this as advice, it is not. But maybe one of the more experienced users around here can tell us if it's a worthwhile approach:
Closeup of the intersection:
And then I thought I have used way too much geo and missed an opportunity to split the mesh inside the indend and break geometry in a place where it doesn't really matter and give the benefit of needing less geo somewhere else:
ZacD: i tried the technique, while it works good, i still see a hard edge around my floater, would you mind creating a small tutorial on how you achieved the welded part?
@sziada: you need to try for yourself at least once (but the more the better) first, post your best result including wireframes of the highpoly cage mesh and point out which parts exactly you need help with. Also you might want to read the whole thread first, as it is very likely your problems have already been covered several times. I'm currently doing that myself, a few pages every other day, so I'll be through in a few months. It's worth the time it takes.
I just extract a loop of polygons that go around the cylinder, then I push one of the edges out and flatten the shape so it looks like a flat doughnut with the inner loop matching the original mesh it was extracted from, then I use a shrink wrap deformer and use it on the gun barrel. I then extrude the inner loop up, push the shape a bit so it's not intersecting, and your done. You can also model it in a way where the floating loop is connected to one of the meshes, or you can shrink wrap to both surfaces if you need to.
I'm surprised some of you haven't tried this approach, It comes in handy pretty often. I started using them shortly after I learned how to take advantage of floaters. Anywhere there's 2 intersecting pieces of geo, and no easy way to combine the topology I take advantage of this technique. It's quick, easy, very clean, easy to make sharper or softer, and simplifies geometry.
The low poly shouldn't be a problem to just model as a single piece. It's getting the high poly together without pinching or artifacts that's the challenge.
A quick note, Maya 2015's shrinkwrap by default will made your circle shape lopsided unless you change the projection to Vertex Normal in the options for shrinkwrap. Works like a charm though, thanks for sharing that ZacD!
I'm surprised some of you haven't tried this approach, It comes in handy pretty often. I started using them shortly after I learned how to take advantage of floaters. Anywhere there's 2 intersecting pieces of geo, and no easy way to combine the topology I take advantage of this technique. It's quick, easy, very clean, easy to make sharper or softer, and simplifies geometry.
Man, I feel dumb for not thinking of this, even after seeing similar stuff in that fancy modo tool. Thanks m8
A quick note, Maya 2015's shrinkwrap by default will made your circle shape lopsided unless you change the projection to Vertex Normal in the options for shrinkwrap. Works like a charm though, thanks for sharing that ZacD!
Thanks!
And thanks ZacD for showing that technique. Very easy and awesome results :thumbup:
Yeah its a handy trick, I think I posted this forever ago but you can use the same technique to do even more complex stuff like floating soft intersections over irregular surfaces, I do this sort of thing pretty often.
Stromberg90, I used the Conform tool in the Graphite tool (retopo).
Basically did all the steps that ZacD did, but the Shrink wrap (which i could not find) i simple selected the Extracted Mesh, Picked what model to retopo over (the big cylinder) used an offset set to 0.1 and started to push it around the form!
Yeah its a handy trick, I think I posted this forever ago but you can use the same technique to do even more complex stuff like floating soft intersections over irregular surfaces, I do this sort of thing pretty often.
This would be great if someone could script this up. Select an edge loop and have it do all the extruding, snapping, etc for you. Actually, I wonder if I could macro it ... hmmm ...
This would be great if someone could script this up. Select an edge loop and have it do all the extruding, snapping, etc for you. Actually, I wonder if I could macro it ... hmmm ...
This would be great if someone could script this up. Select an edge loop and have it do all the extruding, snapping, etc for you. Actually, I wonder if I could macro it ... hmmm ...
actually why bother? I suppose the bake-able 'edge roundness shader' would do that trick around the intersected parts of two separate meshes.
I have a question about Smoothing groups - is this the same as Hard Edges?
I work in Softimage and for fixing all the smoothing errors i just doing islands with hard edges, but is this the correct way?
I noticed, when i export in OBJ it doesn't save hard edges, so how do i keep the right smoothing when doing OBJ?
Replies
Then you dont need to constantly add or remove meshes, the colour and material of the mesh is controlled with the material and the wireframe colour is controlled from that little box.
Also, 4 -> 1 is the most confusing tutorial order ever XD
In the higher piece here I have added more loops to define the hard corners. This results in hard lines up and down. Deleting the middle edge in the large portion of it doesn't work well either because then you have a pinch.
The lower piece (what I called the "mask" before) doesn't have the extra edges in place, so it results in undefined edges that soften down to a warbly clay-like structure.
Maybe this will help define the issue I'm having. Because this is a curved surface its very touchy with the extra loops for definition. Thoughts on how some of you would address this? Thank you.
So I am running into my lack of experience barrier on modeling some of these shapes. I'll probably just move over to floating geo in the name of progress, but for the future I would love to note a good way to do this.
The major issue I am having is that I am trying to extrude shapes from a cylindrical object. Namely the bayonet stud and the thicker cylindrical connection at the end of the barrel by the front hand guard (wood bit you aim with). Problem there's this obvious slice of transition that extends half way to the pre-turbosmoothed edge loop.
Tried to correct it in image 3 full well knowing I would probably kill my cylindrical shape. Which it did (see 4)
Perhaps I just... need more geo?
See image!
Will anyone lend me some advice on where to put the edge loops or where to add/remove detail? I've been trying to add loops here and there but it seems to make things worse rather than fixing them. I want him to animate and the flippers need some work too. I want to avoid weird stretching as much as possible.
I'm extremely thankful for anyone willing to help! thanks.
I used 24.
http://www.edgesize.com/crap/mesh.obj
No idea if that's useful, but I'd maybe start it something like that..?
The details I would dynamesh and bake down, however I'm not sure about the topology at the bottom of the handle where I shaded the squares, maybe someone can offer a better idea?
It's kind of an advanced workflow to be throwing at somebody having issues with sub-d techniques anyways so I would avoid that for now.
I thought I should grab a problem from this thread from time to time and try it myself. Seemed like good practice opportunity to focus on some tricky parts and skip the less challanging parts that object has.
So please don't take this as advice, it is not. But maybe one of the more experienced users around here can tell us if it's a worthwhile approach:
Closeup of the intersection:
And then I thought I have used way too much geo and missed an opportunity to split the mesh inside the indend and break geometry in a place where it doesn't really matter and give the benefit of needing less geo somewhere else:
I prefer to model the "weld" as a separate floating piece of geometry.
I forgot to include the push operator as part of the last step.
Something to add to the wiki for sure!
Man, I feel dumb for not thinking of this, even after seeing similar stuff in that fancy modo tool. Thanks m8
And thanks ZacD for showing that technique. Very easy and awesome results :thumbup:
Basically did all the steps that ZacD did, but the Shrink wrap (which i could not find) i simple selected the Extracted Mesh, Picked what model to retopo over (the big cylinder) used an offset set to 0.1 and started to push it around the form!
Turbotools puts a nice UI on it: [ame="http://www.youtube.com/watch?v=edMLGtFsn6w"]turboTools - Shrink Wrap (3DS Max) - YouTube[/ame]
This would be great if someone could script this up. Select an edge loop and have it do all the extruding, snapping, etc for you. Actually, I wonder if I could macro it ... hmmm ...
[ame="https://www.youtube.com/watch?v=oaNh57zuRRc"]miauu's Drop On (Project On Surface) - YouTube[/ame] ?
actually why bother? I suppose the bake-able 'edge roundness shader' would do that trick around the intersected parts of two separate meshes.
I work in Softimage and for fixing all the smoothing errors i just doing islands with hard edges, but is this the correct way?
I noticed, when i export in OBJ it doesn't save hard edges, so how do i keep the right smoothing when doing OBJ?