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!
I'm talking about the shape circled in red. It's not as easy as it seems at first glance. I tried modeling it, but I don't think my solution is the best. I used a mirror modifier and a subdivision modifier, but it still looks off.
You can tell it's supposed to match the reference shape, but it's not quite right. I know I'm missing the two cylindrical shapes on the sides, but that’s not the only issue. The proportions don't seem to match either. Am I imagining things?
I would really appreciate some feedback. How would you approach modeling this shape?
You just need more vertical edges on the cylinder to start out with. When you're doing cutouts and panel lines on cylinders you need a lot of geo to establish the curvature first, then make your cuts.
I'm talking about the shape circled in red. It's not as easy as it seems at first glance. I tried modeling it, but I don't think my solution is the best. I used a mirror modifier and a subdivision modifier, but it still looks off.
You can tell it's supposed to match the reference shape, but it's not quite right. I know I'm missing the two cylindrical shapes on the sides, but that’s not the only issue. The proportions don't seem to match either. Am I imagining things?
I would really appreciate some feedback. How would you approach modeling this shape?
I'd start by blocking out each connection and bolt hole, and work from those cylinders out. It is just soft subdiv like connections between those different points.
Hi Guys, I am modelling a complex object but facing some challenges.Can someone please help me with this. Thank you for your time Problems to solve 1.topology 2.pinches
you want the spiral shape to continue on the top and don't try to solve the additional controlloops on the slope if you don't have to
The pipeline I work in has a QC check that will reject the model if ngons are left out. I think I fixed it by merging the control verts and target welding it to the bottom edge.
Thanks for the help. Lol, I forgot to say this 6 years ago 😅
A somewhat unusual approach with some slightlyoverlapping geometry and one triangle at the back rear side (could be refined):
Your model looks a lot cleaner! Yeah the biggest issue I had were the armrests. Getting the right shape and making them naturally connect to the bottom of the sofa, seems difficult. Im not sure what an easy way to go about it would be. Thanks for the example
Replies
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.
I'm talking about the shape circled in red. It's not as easy as it seems at first glance. I tried modeling it, but I don't think my solution is the best. I used a mirror modifier and a subdivision modifier, but it still looks off.
You can tell it's supposed to match the reference shape, but it's not quite right. I know I'm missing the two cylindrical shapes on the sides, but that’s not the only issue. The proportions don't seem to match either. Am I imagining things?
I would really appreciate some feedback. How would you approach modeling this shape?
You just need more vertical edges on the cylinder to start out with. When you're doing cutouts and panel lines on cylinders you need a lot of geo to establish the curvature first, then make your cuts.
I'd start by blocking out each connection and bolt hole, and work from those cylinders out. It is just soft subdiv like connections between those different points.
nope(
Yes, because it is a circle and if you make another edge, you will get artifacts on the circle.
https://drive.google.com/file/d/1G2qMafi74ihBvRiUrXMLeExlBdOKt6-S/view?usp=drive_link
Note this is lowpoly modeling technique, not good for subdivision, but great for in-game use.
The Polyhaven models are all CC0 and fully downloadable to examine:
https://polyhaven.com/a/sofa_03
I used that model recently to up-rez it for the glTF Sample Assets repo, https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/SheenWoodLeatherSofa#screenshot
And a live demo of it:
https://github.khronos.org/glTF-Sample-Viewer-Release/?model=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/SheenWoodLeatherSofa/glTF-Binary/SheenWoodLeatherSofa.glb