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How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)

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  • perna
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    perna quad damage
    @PeterBroof , it becomes a mess when trying to do everything at once. Build all meshes  (not just this one) in stages of large to small shapes. Otherwise you're going to have issues no matter what you do, as a dense mesh is a nightmare for controlling smooth curves, and a simple mesh isn't able to support all the detail.


    Also, of course, block out.




  • Hikabuzy
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    Hikabuzy vertex
    Hi :)

    Does anybody have a solution about that weirdness on the top of my sphere.

    Thankx a lot :)
  • wirrexx
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    wirrexx interpolator
    Hikabuzy said:
    Hi :)

    Does anybody have a solution about that weirdness on the top of my sphere.

    Thankx a lot :)
    check back on this forum my frriend, there's alot about it!
  • Makkon
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    Makkon interpolator
    @Hikabuzy
    I understand that this stuff is hard to learn. If it helps, I have a pinterest board on hard surface topology.
    https://www.pinterest.com/Makkon06/hard-surface-topology/
    If you get some time, I'd suggest going through it and recreating some of the shapes in there. Thank you for making the effort! It can take a lot of tries before things start to click.

    Otherwise, I would suggest trying to have more uniform topology, in this case more subdivisions for the cylinder, making room for intersections to smooth better. Good luck.

  • HAWK12HT
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    HAWK12HT polycounter lvl 8
    Bump 
    uh little help fellas on my post above
  • Hikabuzy
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    Hikabuzy vertex
    Thanx a lot guys, next time im gonna put more effort on it and  check it before :/

    ps: sorry for my bad english. Its not my mother tongue

  • perna
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    perna quad damage
    HAWK12HT said:
    Bump 
    uh little help fellas on my post above
    Honestly your question is a bit of a jumbled mess and I don't understand what half of it means. Could you rephrase it into something simple, like "how do I set the distance between two parallel splines?" 

    In general, spline tools in Max are very basic and out of the box it would be infinitely easier to do what you want with epoly (you can even convert that to splines afterwards if you want).

    If I were to work more with splines I'd not hesitate to purchase Polyline Pro by @miauu.

  • gfelton
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    gfelton polycounter lvl 5
    perna said:

    If I were to work more with splines I'd not hesitate to purchase Polyline Pro by @miauu.

    You always seem to know the best plugins/scripts for max, which ones would you recommend that all max users should have?
  • perna
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    perna quad damage
    edit: no, sorry, I just can't this post editor. I'll try again. Guys...
  • HAWK12HT
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    HAWK12HT polycounter lvl 8
    @perna thanks for script link. Yup my bad I made it complex! anyways I resolved it.


  • gfelton
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    gfelton polycounter lvl 5
    perna said:
    -snip-
    These are all fantastic man, thanks a bunch! :)
  • advanced
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    advanced null
    Hi guyz,
    Im bothering with this simple topology... and cant find out how to make this object with perfect topology... some help?
    Im thinking at the end chamfer edges and apply turbosmooth


    try from blender


    made something but still think its not good...?

  • s1dK
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    s1dK interpolator
    @advanced looks good mate. I made one from cylinder with 20 sides still smooth pretty ok.

  • advanced
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    advanced null
    ^^Thanks guyz is helping me. i think i got it
  • Filip5
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    Filip5 polycounter lvl 5
    Hey guys, I am struggling wall section. Especially the arch part. Now I did that arch using boolean and extruding the edges afterwards. However, I ended up with some loose vertices which I am unable to weld. It worked fine until I created that arch. Upon dividing mesh in Zbrush all goes wrong.

     
  • perna
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    perna quad damage
    Filip5, it's possible to weld the vertices, just have a closer look at the topology.

    That said, this is completely unnecessary use of booleans. There's a flat wall and a flat shape cutting into it. You could just pull edges from the arch mesh and get a better result in less time. 
  • Filip5
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    Filip5 polycounter lvl 5
    @perna I tell you, even target weld didn't work. There is something odd about modeling arches and I have no idea how to do them the right way.
  • perna
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    perna quad damage
    Filip: Upload the obj and I'll show you.
  • Filip5
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    Filip5 polycounter lvl 5
    @perna Here you go 

    (for some reason obj can't be uploaded either)
  • perna
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    perna quad damage
    @Filip5

    Here. A subd curve (this one is identical to yours) only needs 2 edges, which is also the ideal for smooth control (you only ever move the midpoint to change its shape). So in this case I make 3 polygons and the rest is standard modifiers. No need to make life difficult.



  • Filip5
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    Filip5 polycounter lvl 5
    @perna Do you also offer possibility of confession ? Anyway, I ll try to remodel and do what you suggested, altough I have no idea what modifiers you used there.
  • perna
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    perna quad damage
    Filip5 said:
    @perna Do you also offer possibility of confession ? Anyway, I ll try to remodel and do what you suggested, altough I have no idea what modifiers you used there.
    I would suggest you find out by yourself, because honestly no one has any business using 3ds over, say, Modo, if you can't tell which modifiers are used there. They're the most basic ones "everyone" uses.

    I believe Modo has better booleans as well as a more straight-forward poly-modeling workflow. Since you're bringing your mesh to zbrush anyway, you could use Mesh Fusion. Modo might be a fantastic choice for you. It's cheaper, too. 3ds is really only recommended for 3D artists who want to go deep into and take advantage of the complex systems that software offers, people who RTFM, etc. It's a terrible software choice for anyone who wants to hit it casually.

    Don't take the directness the wrong way. I know some struggle with it, but I'm trying to give the best advice I can possibly give, with the least amount of BS.
  • musashidan
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    musashidan high dynamic range
    Browsing this thread now and again, one thing that sticks out is the unnecessary amount of geo used by the posters with sub-d problems.

    The sub-d cage or base mesh is best modeled as a very low (as little as is needed to derive the basic form) density mesh. The subdivision algorithm does the rest. Look at the last 2 examples given by @perna . This is all that's required. This is a fundamental guiding principle of sub-d. Only add geo IF it is needed. Use existing geo where possible and IF you can't get the forms with the geo you have, THEN add more.


  • Revel
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    Revel greentooth
    And the misconception of 'all must quad to get a smooth sub-d mesh' also a problem that sometimes make people frustrated cus it's just impossible to get all quad sometimes and really not that important rules to must-follow, and often requires you to add unnecessary edges that harder to control.

    The general idea of quad is just the evenly spread vertex location on the mesh, which I believed already mentioned by @perna thousands times here, the importance of vertex/ edges distribution.
  • triton
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    triton polycounter lvl 2
    Hi guys,
    What is the best way of connecting all the faces together? if I Bridge now I still have to connect all the other side of the edges. I want to make it grid squares.


  • NoRank
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    NoRank polycounter lvl 3
    I think that the only way of doing that is by using a script like quad cap or something like that.
  • supaclueless
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    supaclueless polycounter lvl 9
    If equadistance (or even approx., just makes it not 100% "square"), just loop each corner edges for each shell, marquee deselect edges on corner, bridge.
  • triton
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    triton polycounter lvl 2
    Thank you guys, you gave me inspiration :)
    I did bridge two edge sides and then I did connect on the same amount of subdivision and then I merged the vertices. That's all.
     

  • Neox
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    Neox ngon master
    now the real question would be, why does your mesh have this density at that stage? wouldnt it be simpler to model with the minimum amount of faces now and subdivide later?
  • triton
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    triton polycounter lvl 2
    Neox said:
    now the real question would be, why does your mesh have this density at that stage? wouldnt it be simpler to model with the minimum amount of faces now and subdivide later?
    Thank you for your comment.
    Yes you are right it's really dense but it's only a prototype and not the final model, I needed to be very precise to model a shape so later I can mont a certain shapes on top, so basically it's only a base and will be removed later :)
  • OBlastradiusO
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    OBlastradiusO polycounter lvl 11
    I'm trying to get use to using quad chamfer with my hard surface workflow. Has anyone had any success in using this method with just pro boolean objects without quads?
  • Neox
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    Neox ngon master
    nope, the way quadchamfer works you will always need some sort of clean topology with enough support structure to guide the chamfers. i guess what you are looking for would be more of the face inset script
  • OBlastradiusO
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    OBlastradiusO polycounter lvl 11
    Got it. Thanks dude
  • PetSto
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    PetSto polycounter lvl 4
    Hi, I need help , how to create best subd topology on cube corner with nice beveled edges, as you can see on the image below. I try something, but I am not happy with result. I need some advice, step by step guide how to do right way. Thank you.

  • Neox
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    Neox ngon master
    i'd say, follow your own overpaint better :)
  • perna
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    perna quad damage
    @PetSto , in terms of just topology, below are some standard approaches. The shape construction for this mesh is non-trivial though, if you want it mathematically perfect. The sphere section of the corner fillet has to resolve smoothly into the edge fillet. Would be interesting to see how people would approach that.


  • PetSto
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    PetSto polycounter lvl 4
    perna said:
    @PetSto , in terms of just topology, below are some standard approaches. The shape construction for this mesh is non-trivial though, if you want it mathematically perfect. The sphere section of the corner fillet has to resolve smoothly into the edge fillet. Would be interesting to see how people would approach that.

    Thank you Perna, I think your middle topology is the best, has nice transition in corner, no pinching etc. But challenge will be how to achieve this, because I don't know where to start.
  • wirrexx
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    wirrexx interpolator
    Started with a cube. 
    copied it, turbosmoothed the second cube, spherify, scaled it up. 
    used Boolean to intersect. Got that edge, cleaned it up and extruded the "cube" from the corner. 
  • xddong001
  • natec
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    natec polycounter lvl 13


    I gave it a shot too.

    Cube with spherify, then a cylinder placed for reference with symmetry at 45deg, adjust half of cube to match edges, then symmetry, then clean up.

    This way seems pretty adjustable by changing the amount of segments in the cube and sides of cylinders and/or radius and get something closer to what you guys have made.
  • perna
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    perna quad damage
    @wirrexx and @natec, right, but now sub-divide those meshes and see what you get. It's not going to be pretty.
  • Nam.Nguyen
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    Nam.Nguyen polycounter lvl 6
    another approach that give you more control of how smooth the edges are. Notice that in reference image, the vertical edge is more round than the others. When you cut the corner from a "cube-sphere" you have to cut it evenly for all edge, and after that you have verry little control over  edge smoothness


  • perna
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    perna quad damage
    @Nam.Nguyen ,  those loft profiles are not clean hyperbola and give a melted, inaccurate result.
  • NoRank
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    NoRank polycounter lvl 3
    I did some inset on a box and used some control loops. Then applyied a turbosmooth and deleted the parts that I wouldn't use. Idk, I've seen this quite long ago on some kind of model (I can't remember what model had this kind of corner), I think it works fine since I couldn't notice any pinching when subdividing.

    Yet the topology is different from perna's examples...

    I'm actually interested in how you got that shape.

  • musashidan
  • musashidan
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    musashidan high dynamic range


    double vert chamfer>face inset>topo cleanup



    Optional step for the quad-fanatics



  • perna
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    perna quad damage
    @musashidan , "topo cleanup" sounds trivial, but you're actually making very significant shape edits during that stage, not just cleaning topo. I'd be interested in seeing whether someone has a more accurate, efficient and ideally configurable way of approaching this shape.
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