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[WIP] RED V-Raptor camera, Plasticity practice

triangle

It's my first WIP post here, but not my first model in Plasticity. I bought it about two years ago and have used it occasionally for small tasks. However, the gaps between my uses were too long, so every time I came back, I had to learn it almost from the very beginning. That's why I decided to make something big, with lots of details.

Main goals:
 - To get comfortable with Plasticity and it's logic and methods.
 - To assign convenient hotkeys.
 - To create a good, complex piece for my portfolio.


The main object I'm modeling is a RED V-Raptor camera



Later I'll make a cage and a rig for it. Don't know configuration yet. But most parts will be from Tilta.




I have old version 1.4.20. So no fancy things like xNURBS. But I don't think they are needed for such project.

Replies

  • 3d_legionary
    First steps and references



  • iam717
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    iam717 sublime tool
    Alright, i saw these or a similar one on a tech channel they spoke of how accurate and stuff it is, i am not a camera guy or anything i just know they are insanely expensive.
    Hope it turns out the same as irl if that is the goal, near project to watch, will be checking in from time to time just to see the progress but wanted to say this is pretty neat looking once complete and even possibly needed if you decide to "sell", it at the end to any production environments.  I didn't check if someone has already done this, sell camera objects.
  • 3d_legionary
    Front part is ready. Except screw holes. I'll add details to them at the very end.






    Are 800px wide images ok to see the details? Or someone needs full res?
  • sacboi
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    sacboi godlike master sticky
    Your knurling is looking sweet and as for image resolution it's good enough, people can always open in a new tab to zoom in if they so wish.
  • 3d_legionary
    sacboi said:
    Your knurling is looking sweet
    Thanks. Plasticity performed better than I expected. I thought it would be very laggy or even crash while making so many intersecting booleans.
  • 3d_legionary
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    3d_legionary triangle
    Another 3 panels are ready.






    Top grill was quite hard to make. However it was enjoyable.



  • d1ver
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    d1ver polycounter lvl 17
    Dang this is a greeble wet dream. Looking great so far 💪 excited to see how you light it and render it. 
  • 3d_legionary
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    3d_legionary triangle
    d1ver said:
    excited to see how you light it and render it. 
    Thanks. But don't get too excited. I'm good at modeling and not so good at rendering  :)
  • d1ver
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    d1ver polycounter lvl 17
    That's ok that's why you have us here 🤓😉
  • 3d_legionary
    Back panel is almost ready.

















  • sacboi
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    sacboi godlike master sticky
    "That's why I decided to make something big, with lots of details."

    I reckon achieved your goal and then some, very nice  :+1:
  • 3d_legionary
    sacboi said:
    I reckon achieved your goal and then some, very nice  :+1:

     Thanks! But still, there is a lot of work to do. Something tells me, that it will be a very long project.
  • 3d_legionary
    The camera itself seems to be finished. Added the last panel, some objects behind grills and bolt threads.
    Haven't decided how to create signs on buttons. Geometry or displacement. So, just on/off switch is ready.










    From this point my work will be divided into two. On one hand, I will import into 3ds max, deal with artifacts, uv unwrap, substance painter. On the other, I'll model all additional objects in plasticity.
  • 3d_legionary
    Update without any cool images.

    I liked Plasticity for its speed and for opening the last project on startup. Several seconds and you're ready to go. Backups were enabled in preferences too. What could go wrong? I'll tell you.

    It seems like after the second launch, Plasticity loads a file not from your project folder, but from the system's Temp folder. Subsequently, it stops saving your main project and backup files. The temporary file has the same name as your main project, so in the app window, you see that everything appears fine. What happened next? After a break of several days, the Temp folder was empty, and Plasticity loaded an empty scene. In my actual project folder, I only had saves from the first day of work. What's even more frustrating is that I manually copied the whole folder to my backup drive several times during work!  =)=)

    What am I left with? Only what was exported into 3ds Max: simple polygonal meshes with bad topology and very high density – 9.5 million polygons. The Plasticity project is almost entirely gone. If I want to change anything in the camera model, I'll have to remodel everything or just accept it. So, it's not the end of the world, but it definitely cost me some nerves.  :)

    In summary, always double-check your save files, especially when working with new software.

    P.S. Maybe it's just an issue with an old version (1.4.20).
    P.P.S. Or it was just a bug.
  • 3d_legionary
    Okay, time to get back to it after a short break. I've been playing with the camera's add-ons, and I'm really starting to like it. My only issue is the poly count. I was hoping to skip retopology on this project and just work with a dense mesh, but it's already at 27 million polys. At this rate, my computer is going to give up on me before I'm finished.















  • 3d_legionary
    Started retopology. The benefits in polycount are obvious.




    A bit messy, but gets the job done.



    Most artists suggest removing small fillets from the CAD model first, then doing the retopology, and finally using a chamfer to add all the details back. So, you would go from this:


    to this:


    This is a simple and fast method. However, chamfers don't always work well, especially in tight spots and at the intersections of different shapes. Also, in CAD you can create fillets with a variable radius. Good luck trying to replicate that with chamfers) As a result, your model won't look 100% like the original. So, this method works best for simple objects and when you don't need high accuracy.

    If you want to create a very accurate model, I suggest doing the opposite: remove all flat surfaces and only keep the curved ones. Retopologize them and then fill in the holes.
    Looks like noodles or shavings:



    P.S. If you have to retopologize similar objects with lots of intersecting shapes (circular and rounded), be prepared to spend more time than you planned. And be prepared to suffer))
  • Vastra
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    Vastra triangle
    Holy crap this is awesome! The details and everything looks amazing! Incredible work! =) You gave yourself a heck of a difficult task. Excited to see the end result.
  • Temppe
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    Temppe polycounter lvl 13
    This is very nice modeling. But why did it come into Max with such an insane triangle count? Surely the flat areas should have minimal triangles...?
  • 3d_legionary
    Temppe said:
    But why did it come into Max with such an insane triangle count?
    I just wanted to make perfect shapes and avoid any shading problems. And didn't want to fiddle with export settings too much :)



    This example with settings set to triangles. But I prefer quads, cause it's easier to make uv seams. However, switching to quads or ngons can lead to even more shading problems.

    Vastra said:
    Holy crap this is awesome! The details and everything looks amazing! Incredible work! =) You gave yourself a heck of a difficult task. Excited to see the end result.

    Thanks! Yeah, this project is more complex than I expected. However, if it will inspire someone to make another crazy detailed model, that will be great.
  • sacboi
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    sacboi godlike master sticky
    Nice progress  :+1:

    I think still have this guy's tute sitting in a HDD someplace (when this app was free) and your project has indeed served to have another crack at parametric modeling - near future:


    Edit:
    Maybe Blender bridge may ease ones bothersome subd bias next time around.
  • GIZ
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    GIZ polycounter lvl 11
    Wow, the level of detail is monstrous. I'd throw myself into the fire just to avoid having to re-upload those things, hehe.
    Do you work in a "classic" way? Do you draw 2D and extrude and then use Booleans or do you have a particular method?
    Some of your stuff I didn't even think could be done with plasticity.

    Definitely added to favorites! Great work!
  • 3d_legionary
    sacboi said:
    Maybe Blender bridge may ease ones bothersome subd bias next time around.

    I don't use blender. Bridge helps to see any problems while you adjust export settings. But if you have enough experience, you can predict any future problems by looking at the mesh in plasticity.

    GIZ said:
    Do you work in a "classic" way? Do you draw 2D and extrude and then use Booleans or do you have a particular method?
    Basically there are just 2 major methods in CAD:
    1. Create 2D curves, extrude shapes, boolean these shapes, trim them with another curves.
    2. Create curves in 3D, loft or patch them.

    I used mostly the first one. This camera doesn't need anything but booleans. Actually there is even no need in plasticity, I've chose it just for practice... and because of fillets  :) I like fillets in CAD.
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