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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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  • NoRank
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    NoRank polycounter lvl 3
    By removing the control loops?

    Tbh your question is really vague...
  • perna
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    perna quad damage
    @iacdxb
    Try running the control loop around the cylinder instead of down its side:



  • iacdxb
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    iacdxb polycounter lvl 3
    @perna
    Its like round cut, but thanks for that, I will give a try by keeping same cutting looping system.

  • Kerotronic
    Hi :)

    Can anybody help me by telling me how this animation was created ? 



    thank you :)
  • gfelton
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    gfelton polycounter lvl 5
    snip
     This isn't the really thread for a question like that dude
  • admiralpixel15
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    admiralpixel15 polycounter lvl 2
    @Kerotronic This thread is mainly for 3D artists who are struggling with MODELING shapes etc. not Animation. Please read the thread title. :) If you're looking for Animation threads try visiting this link : "http://wiki.polycount.com/wiki/Animation" and look for tutorials you see fit.  
  • throttlekitty
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    throttlekitty Polycount Sponsor
    That said, it's a clouds texture + levels driving displacement.
  • perna
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    perna quad damage
  • Justo
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    Justo interpolator
    How would you guys make a diamond-patterned bag with the least manual tweaking? I tried creating a bag from a quadsphere and twist it at the top, then convert that to splines, then mirror it for the opposite cross line. 

    The problem with this is the bag loses its pattern shapes at the bottom, plus it requires quite a lot of vert pulling. I also just created a subdivided plane and pulled the center down using soft selection, but it deforms awfully. 


  • perna
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    perna quad damage
    @Shinigami , no, the principle is to not align the cutouts with the existing topology, which is what most people do automatically. The cutout is midway across the segment, leaving more space for shading correction. I've made a bunch of posts on this.
  • EarthQuake
    Justo said:
    How would you guys make a diamond-patterned bag with the least manual tweaking? I tried creating a bag from a quadsphere and twist it at the top, then convert that to splines, then mirror it for the opposite cross line. 

    The problem with this is the bag loses its pattern shapes at the bottom, plus it requires quite a lot of vert pulling. I also just created a subdivided plane and pulled the center down using soft selection, but it deforms awfully. 


    Well I assume the bag would be tied at the bottom? So start with a regular sphere rather than a quad sphere so the strands connect at the center. Do a sphere, then delete the top half and extrude up to get the base shape before twisting.
  • Justo
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    Justo interpolator
    @EarthQuake Hey Joe, thanks for answering. Your suggestion is perfectly viable, though I was thinking of trying to keep the pattern even at the bottom, as if the thing was tied at the top instead. Got any ideas?
     

  • reereen
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    reereen polycounter lvl 2
    I'm trying to model a low-poly bird that will be rigged for a game, but I'm not sure whether the topology would be sufficient for rigging. I've done google searches on bird topology and wing topology, but most of them were above my poly limit. I'm trying to keep the model under 1k polys. I do know that the wings should be able to flap, the beak should able to open and close, and the eye should be able to open and close. The eye not need to be able to rotate.

    Basically how do I keep the wings, eye, and mouth riggable while still staying within the 1k poly limit?


    Here is also the reference I was looking at: 

  • musashidan
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    musashidan high dynamic range
    @reereen  why not just rig it and see for yourself?  Has the age of CG self-experimentation died........?

    Also, not a modeling problem as per the thread.
  • cptSwing
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    cptSwing polycounter lvl 9
    Put a texture on it (checker if need be), rig it quickly, and you'll find out where you'd need more edge loops etc. ;)
  • perna
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    perna quad damage
    @Justo: Are you saying you're incapable of modeling criss-crossing diagonal lines?

    @reereen: there's no such thing as "bird topology". Just use general principles of modeling and optimizing organic subjects. Geometry should be evenly distributed and equally contribute to silhouette, except where serving a specific purpose for deformation. When it comes to optimization, just make the lowest-cost reductions until you are at the tricount you seek.


  • Justo
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    Justo interpolator
    @perna Sorry if I wasn't clear. Yes, I am incapable to do that shape correctly, though I'm still thinking on how to do it. The ideas I came up with were lame and pathetic. 
  • delisun
    Hey dudes and dudettes, i was trying to model a fox trapper knife cause of the interesting shape, BUT I DONT GET TO MODEL DEM SHAPE.

    The first try:

    the second try:

    a quick render for seeing the problems:


    with ngons:


    you can clearly see sharp edges where i not want them to appear if i wont use ngons ._. this is very frustrating.

    hope one of you wants to help me :>

    edit: the reference is: http://www.foxcutlery.com/n/files/u01e41/fox_trapper.jpg
  • gfelton
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    gfelton polycounter lvl 5
    My dad used to beat me if he found n-gons or triangles in my high polies so I understand where you're coming from delisun
  • wirrexx
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    wirrexx interpolator
    BEWARE OF THE NGONS, those bastard once stole my 3D model and made it better. 
  • Justo
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    Justo interpolator
    @perna that is crazy, Norway is crazy, you are awesome. Thank you.

  • [Deleted User]
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    [Deleted User] insane polycounter
    The user and all related content has been deleted.
  • johanflod
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    johanflod polycounter lvl 7
    I am working on a personal character project. As i thought it would be an interesting challenge I decided to model this skateboard helmet. 



    For the top part of the helmet I started out with a sphere, because it was easy to do the 7 holes at the top that way. You can clearly see that the backpart shape of the helmet does not match the reference. 



    During modelling I used one turbosmooth that separates by smoothing group and one turbosmooth that does not separate. 


    The holes are keeping their shape but the helmet as a while looks a bit wonky. 


    I try to readjust the shape of the helmet but I end up with a mess. Any pointers on how to go forward is appreciated. I happily start from scratch with a different approach. 
  • Neox
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    Neox ngon master
    nail the shape first, subdivide for more res, do the holes. once those are locked in, you should not have to touch the shape
  • HashBrownHamish
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    HashBrownHamish polycounter lvl 5


    I have had multiple attempts at modeling this cloth male skirt but without success, this is my 5th attempt at the belt part I think.
    The final low poly model is for a mod and it will use APEX cloth in UE4, this is why the skirt hasn't got much shape to it

    I'm trying to make it look natural but at the moment the cloth belt looks more like melted plastic. Even without textures the shape seems wrong but i can't put my finger on what to change
  • perna
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    perna quad damage
    @HashBrownHamish , you forgot to say what the problem is and how we can help  :)
  • HashBrownHamish
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    HashBrownHamish polycounter lvl 5
    @perna edited it sorry x)

  • Mad_Llama
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    Mad_Llama polycounter lvl 3
  • Filip5
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    Filip5 polycounter lvl 5
    Hey guys, I wonder, how do I put shapes like circles and curved doorframes into wall without adding too many segments. Like this one, I want to avoid T-vertices, if possible.



  • Fjr3
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    Fjr3 polycounter lvl 2
    Hi I'm new to 3D in general, I did observe and learn, now taking chance to ask you guys. I've been trying to model an iPhone. Got stuck at the Home Button.


    Here's my attempt


    The edge is so weird when I subdiv-ed it. Thanks in advance, guys. One more thing, you guys are awesome teachers !


  • Thanez
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    Thanez greentooth
    @Fjr3 Isn't the front a flat glass plane with a hole cut in it? Why not model it like a flat plane with a hole in it?
    If two things are seperate objects, why not model them that way?
    As for why it's fucky, your problem is twofold: Your cylinder isn't shaped like a cylinder and it's sides are uneven, which is why it smooths like an egg.
    You also don't have proper supportive edgeloops around it to force the shape to stop, so it gets that sideways pinchy effect. 
    This hole has eight equal sides, and has supportive edgeloops to constrict the subdivision so it'll smooth properly.


  • johanflod
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    johanflod polycounter lvl 7
    Neox said:
    nail the shape first, subdivide for more res, do the holes. once those are locked in, you should not have to touch the shape
    Thanks for the answer. I will work on that. 

    I also had issues with another form on this personal project.  The cover for the particle filter has spokes that goes towards the middle. The spokes are welded together with circular forms/insets at regular intervals. On the bigger filter I started with the rim of the filter and extruded faces towards the middle to create the spokes. The rim has a circular shape but the rim "inset" has straight lines. I want to insets to be circular just like on the reference photo. This is a very common shape but somehow I just got stuck :P thanks in advance. 





  • LittleRain
    How do I slice models like this video at 16:05 in 3ds max? 
    He is not using the Slice Plane tool, or quick slice, at least I think he isn't. He is basically just slicing a whole object on an axis much like the Quick Slice tool.
  • cptSwing
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    cptSwing polycounter lvl 9
    That's likely the Swift Loop tool..
  • Thanez
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    Thanez greentooth
    johanflod said:

    Insert a loop on each of those flat rims, scale outwards until roundness is achieved. 
  • Filip5
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    Filip5 polycounter lvl 5
    I wonder how do I make this properly. I am having hard time assigning vertices properly.

  • perna
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    perna quad damage
    @Filip5 : Exactly what is the problem, in your own words?
  • Filip5
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    Filip5 polycounter lvl 5
    perna said:
    @Filip5 : Exactly what is the problem, in your own words?
    @pernahttps://www.google.sk/search?q=alligator+armored+car+front+light&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwiHtJ3XxsnVAhWDA5oKHbzWBxcQsAQIJg&biw=1536&bih=759#imgrc=M9rYi4IWdjoefM:

    Going for that front lights part. At first I wanted to use more sided cylinder and not subdivisions, as rest of the model doesnt need subdividing. And as far as I know, every face should be 4-quad or triangle. Cant get it here, so I wonder whats the best way to do this part.

  • wirrexx
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    wirrexx interpolator
    Filip5 said:
    perna said:
    @Filip5 : Exactly what is the problem, in your own words?
    @pernahttps://www.google.sk/search?q=alligator+armored+car+front+light&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwiHtJ3XxsnVAhWDA5oKHbzWBxcQsAQIJg&biw=1536&bih=759#imgrc=M9rYi4IWdjoefM:

    Going for that front lights part. At first I wanted to use more sided cylinder and not subdivisions, as rest of the model doesnt need subdividing. And as far as I know, every face should be 4-quad or triangle. Cant get it here, so I wonder whats the best way to do this part.

    Filip, build the main body. (the bigger parts). Move on to the secondary part of the car (the second biggest shape). Use that as a cage before cutting holes . 

    quoting Neox

    Neox said:
    nail the shape first, subdivide for more res, do the holes. once those are locked in, you should not have to touch the shape
  • Michael Knubben
    Filip5 said:
    as far as I know, every face should be 4-quad or triangle

    *eye twitches*
  • johanflod
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    johanflod polycounter lvl 7
    Thanez said:
    johanflod said:

    Insert a loop on each of those flat rims, scale outwards until roundness is achieved. 
    Thanks for the answer. I appreciate your answer but your solution means that I should eyeball the roundness? I tried a different technique today on the small air exhaust on the gasmask. I started with a sphere. Then I selected a couple of edgeloops on the sphere. Then I did a quad chamfer on the selected lines. Then I extruded the chamfered lines. With the quad chamfer the top row had an equal distance between the segments.


  • Thanez
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    Thanez greentooth

    johanflod said:
    I should eyeball the roundness?
    Yeah why not? Use a reference cylinder and match it if you want. Whatever gets you there.

    As for that protective cap, you can totes use a sphere for it, but squash it first as it's not spherical... more like a zeppelin shape. Get good refs, study them and follow them. Nail the large shapes first, then do the details. Make sure you have enough geometry to help out the cuts you're about to do.

    I hope you have max 2017, because I did this thing but would rather just let you browse through the file than do a bunch of pics in mspaint.
    15 steps to victory: http://skins.thanez.net/help/johan_filter.max


    Notes:
    There are two main objects because I had to collapse the stack because longstack-max files like to crash on this laptop for some reason.
    There's a third object called doublesmooth method. It's a copout alternative to step 15. IDK use it if you want. Both ways create unique minor errors that won't be seen on a matte plastic material.
    About step 15, it should really happen right after step 7, but I fucked up and couldn't be arsed to go back. Bad planning right there led to me having to split off the tilable pattern, delete all but 1, do the corners of the cutout, repeat the pattern and weld it back on.
    Step 0: The cylinder side amount is a 6x multiplier because you have a six-sided circular pattern to model. I chose 6x8 because that way the bits that go from the center to the extremities gets a center edge that gives it roundness.
    Step 4: If you doubled this, the circular ribs would be rounded, and would have their own supportive geometry, so you could skip step 6 and 15. In retrospect this would be optimal.
  • johanflod
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    johanflod polycounter lvl 7
    Thanez said:

    johanflod said:
    I should eyeball the roundness?
    Yeah why not? Use a reference cylinder and match it if you want. Whatever gets you there.

    As for that protective cap, you can totes use a sphere for it, but squash it first as it's not spherical... more like a zeppelin shape. Get good refs, study them and follow them. Nail the large shapes first, then do the details. Make sure you have enough geometry to help out the cuts you're about to do.

    I hope you have max 2017, because I did this thing but would rather just let you browse through the file than do a bunch of pics in mspaint.

    Thanks a lot! number 2. the set flow step really makes sense. That makes sure you have an even distribution of the edgeloops after the squash. On step 9. array to rebuild pattern I would use the clone modifier( I am sure you are using that one as well).  The problem I have with your solution is the bits that go from the center to extremities. These bits are getting smaller towards the center in your model. This is something I wanted to avoid as they look straight in the reference. This is even more visible in the large particle filter cover. 
      
  • Thanez
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    Thanez greentooth
    after step 4, select those edges, constrain by edge, make planar by axis.
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