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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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  • Raphael_Bouch
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    Raphael_Bouch polycounter lvl 2
    Hey folks ! I would need some help about modeling with outlines. Here I have a flintlock hammer and so far so good with the base part since it's just "flat". But I do struggle for the "spoon" shape (aka the jaws where the flint is held). usually I'd just use an half quad sphere for this but for that specific case I need a "smooth to hard" transition. How would you go about this ?

    Thanks in advance
  • juniwini
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    I'm adding panel lines to a cylinder, but I don't know how to work with the hard surface.



    help me :(
  • ZacD
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    ZacD ngon master
    Just need some edge loops on either side of the corner, may need to use more edge loops around the cylinder. 
  • wirrexx
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    wirrexx quad damage
    juniwini said:
    I'm adding panel lines to a cylinder, but I don't know how to work with the hard surface.



    help me :(

    there are three ways of possibly doing it.
    1. Model it flat and use bend
    2. Blockout the main shape and make sure you have enough segments to handle the paneling
    3. floater.

    All of them will work fine!
    I am currently coming down with a bad influensa, so this took me longer then it should, I apologize

    In your case, if you'd like to have a sharper edge, you need a cylinder with higher segments, if you want to avoid pinching.

    Edit: Sorry forgot to upload pictures, and manage to save this in my hardsurface folder and overwrite a 2 year old "tutorial". Yei.

  • juniwini
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    Thank you 
    Take care of yourself  :3
  • littleclaude
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    littleclaude quad damage
    You cawirrexx said:
    juniwini said:
    I'm adding panel lines to a cylinder, but I don't know how to work with the hard surface.



    help me :(

    there are three ways of possibly doing it.
    1. Model it flat and use bend
    2. Blockout the main shape and make sure you have enough segments to handle the paneling
    3. floater.

    All of them will work fine!
    I am currently coming down with a bad influensa, so this took me longer then it should, I apologize

    In your case, if you'd like to have a sharper edge, you need a cylinder with higher segments, if you want to avoid pinching.

    Edit: Sorry forgot to upload pictures, and manage to save this in my hardsurface folder and overwrite a 2 year old "tutorial". Yei.

    Are you trying to bake this or model it?

    Here is a 3D model approach thats quadrilateral with retaining loops

    And here is a deferred decal approach


  • MilkMaster
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    MilkMaster polycounter lvl 2
    Hi everyone, I'm working on a rendition of Pete Norris' Honda Chopper in 3DsMax, and I'm having some trouble with the motorcycle's body. The collage shows what my attempt looks like before and after smoothing. While the high poly seems to be working somewhat (strangely enough), there's still some tiny pinching in some areas and my low poly topology is atrocious. I've tried redoing it a few times, but I always end up with a similar result. The panel lining and details I plan to do with floaters or sculpting, so I'm not worried about that right now.

    I would really appreciate any pointers on how to achieve a much cleaner model. Thanks!
  • sacboi
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    sacboi high dynamic range
    "...my low poly topology is atrocious. I've tried redoing it a few times, but I always end up with a similar result."

    hmm...well to start with there's a whole heap of redundant vertices or edges that are not contributing too the overall object's silhouette/shape.

    EDIT:
    So firstly I'd advise desolving those continuous control loops especially the mirrored one and every vertex on a planar/flat surface then next, apply a triangulation operator which helpfully won't read as an additional face count, aswell.


  • MilkMaster
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    MilkMaster polycounter lvl 2
    Thanks! I will do that. I'm also considering just doing a straight retopo since I feel the curved part might be a pain to try and fix at this point; it's too janky. Appreciate it!
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