Thanks, I think the second video might be best for what Im trying to achieve, would appreciate if someone showed them making the wrap, I have a few more refs if needed
Hey guys! I wonder if there's better way to make shapes like this: I think i never saw this kind of tricky shape merge explained. Especially when there's a subtraction on the curved shape at the same time. Also there may be a big chamfer at the boolean's intersection. To me it's a nightmare and always done by hand at the end with high chance of artifacts, bumpy surface.
Hello. I am wondering what operations might be used to make this spiral shape:
I have gotten this far using just spin and bevel in Blender.
But im not sure what operations I should be using for the rest. Some edge slides and manual cuts? If there is an easier way to do this I would love to know.
If you use not any smooth shading on the surface and the area around the cylinder is not curved.. that should be fine.. ( maybe one additional support loop ad the 90 degree edges).. ..or: have a look at it with some light object.. see any difference.. ?
How do I model something like this in a single mesh?
The shape is not easy to see in this picture, but I'd say you could make a flat strip getting that tire-like shape ready and then use bend modifiers to achieve a similar deformation.
I'm designing on-ear headphones with the ports in the cylindrical base shape. I've tried to reduce the loop count, it was causing shading issues but unfortunately it continues to have shading problems. Does anyone have suggestions for handling this differently?
I've been working on learning and understanding hard surface modeling. To learn I decided to model the 2nd Gen Light Cycle from Tron: Legacy. I managed to make the front "wheel" (Well enough for now) and I have a base mesh for the body but I've been trying to cut out the windows in the style of this movie reference image:
Reference:
Background Reference:
First Attempt:
This ended up messing up the topology flow so I returned to the base mesh:
I'm just really struggling with adding to my edge-flow without introducing tris and n-gons that make jagged points and incorrect curves. I'm also finding it hard to make it look like a machined object instead of organic. Thank you.
I'm quite new to 3D modelling, and I think this might be a bit too advanced for me, but I wanted to try anyways. To the left there is the reference and these are prints from my progress so far.
What do you guys think? Any idea on how I might be getting it wrong? It does not feel right for me
I've been working on learning and understanding hard surface modeling...
Ha.. i meant my thread suggestion in "the other forum" more to learn from some subdiv tips here.. ..or you follow my other tip about boolean out (?) the "cockpit" with some simple geo.. here is the result of that suggestion..
..also since you already "booleaned" some hexagon holes into the "wheels"..
Hello! I am trying to create this shape: This is what I made so far: There are these shading errors (i guess?) beside the obvious pinching, how can i improve the topology?
You may have to double check your geometry "planarity" (?) :
planarity is a new concept for me but while checking the support loops... i realised this deleting the two faces solved the problem. but i guess 8 edges were not enough for the hole, i had to increased the subdiv iteration from 2 to 3.
How do I even begin to model this cover? I understand how to model the outer ridges, but the raised bit in the middle is just throwing me off. Any tips?
How do I even begin to model this cover? I understand how to model the outer ridges, but the raised bit in the middle is just throwing me off. Any tips?
if i have a shape i can not wrap my head around. i just go in and draw a wireframe over it. starting with the more detailled parts to see how much resolution i would need in the simpler elements. a ring is always easy to upres
Someoen mentioned the edge cease feature of blender the other day.. and i played around with it again... someone has to ue a littel different workflow than the traditional support edges... so i did hit the wanted topolpgy perfectly.. but for a small finger excercise.. if someone is more free in the wanted form then this tends to deliver quick results.. but of course it depends..
when you crease your meshes you have to work a bit differently from using classic support loops. poles on edges can easily shade poorly, you should always make sure of clean loops/rings on edges otherwise you have these spots
when you crease your meshes you have to work a bit differently from using classic support loops. poles on edges can easily shade poorly, you should always make sure of clean loops/rings on edges otherwise you have these spots
Do creases require support loops? I thought there was no need for support loops in crease+subdiv workflow
Ups.. black magic of the internet.. now the two images appeared in the first post of this and the one i tried again (where was no "reaction".. also..)
Anyway: in blender any edge can be "greased".. meaning the influence of the subdivision is lowered.. so a fully greased model would be visually not subdivided at all.. For interchanging purposes you have to apply the subdivision to get the topology which is produced by this feature replicated in another software.. And sometimes you have to use the traditional support loop approach.. as i said.. sometimes another way to do things just may be helpfull..
when you crease your meshes you have to work a bit differently from using classic support loops. poles on edges can easily shade poorly, you should always make sure of clean loops/rings on edges otherwise you have these spots
Do creases require support loops? I thought there was no need for support loops in crease+subdiv workflow
lets call it support structure, not necessarily support loops in the sense you would use those when you do not use creases. its just needs a little different thinking about things. you need to keep in mind that the edge quality is dependent on the surrounding geometry, to have consistent looking edge quality you need a consistently dense mesh. while with support loops this isnt really a factor.
something like this will work great for quad chamfered edges
but with creases the top side edge will look different from the side edge, just because the density of the surrounding geo is different
see how the highlight moves further into the shape?
this is because under the hood it will do this:
so if you want a more consistent edge, you need to make sure the density around the edge is similar
now the edge is more consistent. this may or may not be an important detail dependent on what you are working on.
and say you wanna do the holes on the outer perimeter you need to keep in mind that poles can have heavier impact on the edges than using support loops
using support loops
using creases
in which case, using ngons (god forbid!!!11) could be a useful tool
because these are all clean loops
now technically you could solve the ngons like so
but then you kill the nice loop around the hole, which will introduce issues
should certainly have taken more measurements or look for a blueprint but you probably get the basic idea
note how the outer edge just near the screw holes is tighter than on the bigger areas. this would need some adjusting to make this all consistent.
next steps would be alinging a few loops, cleaning up some ugly areas, punching out those dented shapes and then doing the cutouts. probably by booling and cleaning them
How do I even begin to model this cover? I understand how to model the outer ridges, but the raised bit in the middle is just throwing me off. Any tips?
here's how i would do it. Took longer then i wanted, but i am sitting in school and I haven't done 3D in weeks. (stopped being a 3D artist, and doing something else in life).
1. build it in samll parts (breakdown "bigger" projects to smaller pieces and connect them)
Hey guys, I need some help modeling the pockets on a pair of pants. Ive tried several iterations but i cant seem to get it right. If anyone can help id appreciate it. The pants pocket should connect to the seam that runs along the sides of the pants. (I noticed this after my attempt so please forgive me with that).
Not on a PC right now, cant paint over. But if you wanna model this, model it like the pieces of cloth are built instead of ending things somewhere just so. Even if you don't wanna simulate, look into sewing patterns und build it like those
I've been struggling past couple days on achieving this velvet fold look, experimenting on Zbrush with dynamic simulation+cloth brushes. The closest I got was manually sculpting folds with the fold brush then smoothing the result but it leaves a lot to be desired. I heard Marvelous Designer would be great at simulating fabric like this but I'm trying to get a more simplified stylized look.
Have you tried physics + cloth simulation in blender ?
Find out what material that is. And drop the pieces on top of a plane that simulates clothes (with restriction) too see if it gives you the shape?)
if you want to sculpt it.
You need an understanding where the folds crease and how it happens.
Imagine putting in one piece in the lower left corner . how would the cloth react To having many empty areas and one area that is pulling all of the clothes towards it.
Now suddenly you add a piece on the top right corner. What happens and so on. The reaction to an action.
Hey guys, I need some help modeling the pockets on a pair of pants. Ive tried several iterations but i cant seem to get it right. If anyone can help id appreciate it. The pants pocket should connect to the seam that runs along the sides of the pants. (I noticed this after my attempt so please forgive me with that).
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!
"...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.
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!
What's the best way to get the edge flow in this corner so when I smooth it, it doesnt warp.
Hi, First I would add more divisions on the cylindrical shape. If that's not possible I would do it this way: Just it will not be perfect, and still need adjustments.
Replies
Here is the shape of the object
Hey guys! I wonder if there's better way to make shapes like this:
I think i never saw this kind of tricky shape merge explained. Especially when there's a
To me it's a nightmare and always done by hand at the end with high chance of artifacts, bumpy surface.
I have gotten this far using just spin and bevel in Blender.
But im not sure what operations I should be using for the rest. Some edge slides and manual cuts? If there is an easier way to do this I would love to know.
I usually use tris to remove any ngons on curved shapes, but i've been told it is preferred to support with quads.
Just to be clear, it won't be applied any subdv, that's already the final model.
..or: have a look at it with some light object.. see any difference.. ?
and then..
What do you guys think? Any idea on how I might be getting it wrong? It does not feel right for me
You just might want to scale your outer edges along X and Y only.. to give it a more "rounded" look.. ??
Ha.. i meant my thread suggestion in "the other forum" more to learn from some subdiv tips here..
..also since you already "booleaned" some hexagon holes into the "wheels"..
This is what I made so far:
There are these shading errors (i guess?) beside the obvious pinching, how can i improve the topology?
..or your support loops at the non-circular part are too tight ??
deleting the two faces solved the problem. but i guess 8 edges were not enough for the hole, i had to increased the subdiv iteration from 2 to 3.
Anyway: in blender any edge can be "greased".. meaning the influence of the subdivision is lowered.. so a fully greased model would be visually not subdivided at all.. For interchanging purposes you have to apply the subdivision to get the topology which is produced by this feature replicated in another software..
And sometimes you have to use the traditional support loop approach.. as i said.. sometimes another way to do things just may be helpfull..
Attempt:
Refs:
Even if you don't wanna simulate, look into sewing patterns und build it like those
if you want to sculpt it.
how would the cloth react To having many empty areas and one area that is pulling all of the clothes towards it.
or this
https://youtu.be/9m1RcagR9sw?si=FxYAkp5VWu-lXFyp
https://youtu.be/N3DaG6sETok?si=KV8GBB51YHwXunaV
help me
Take care of yourself
Here is a 3D model approach thats quadrilateral with retaining loops
And here is a deferred decal approach
I would really appreciate any pointers on how to achieve a much cleaner model. Thanks!
First I would add more divisions on the cylindrical shape. If that's not possible I would do it this way:
Just it will not be perfect, and still need adjustments.