Author : ysalex


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Paul68Rageous's Avatar
Old (#2301)
wooooww, many thanks
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respawnrt's Avatar
Old (#2302)
Np, btw you could try to draw the wireframes on the pics as an action plan if it helps.
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Paul68Rageous's Avatar
Old (#2303)
My problem is ,I cant imagine those wires :S and I dont know if I should use more insets or model everything from box by adding details and loopcuts
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Un_dead's Avatar
Old (#2304)
Hey guys, i need a bit of help with modelling a violin scroll. I can't seem to figure out how to start doing it. I've tried with a helix spline, but from there I don't know where to go.
Any help is greatly appreciated

http://upload.wikimedia.org/wikipedi...lin_scroll.jpg
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Yury's Avatar
Old (#2305)
Hey, guys! Can someone help me to figure out how to medel this screw? It would be very simple if not for that rectangular cut in the middle. I tried to use cylinder but it's not working for me, Toorbosmooth has a lot of horrible pinches were this cut goes. Any ideas?


Last edited by Yury; 06-01-2012 at 06:11 PM..
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natec's Avatar
Old (#2306)
Post your attempts.

This looks very much like other similar parts earlier in this thread, and could be handled the same way.
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respawnrt's Avatar
Old (#2307)

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Yury's Avatar
Old (#2308)
hey, natec. Basically what I did was kinda the same what respawnrt did, but I had way too much sements for the cylinder and I was confused how to control it properly. Now I see it was not that hard actually. Thanks, respawnrt! I appreciate your help
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Spatz's Avatar
Old (#2309)
very nice respawnrt! thanks!
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ghaztehschmexeh's Avatar
Old (#2310)
Hey so I'm trying to model number 18 from this image. It's part of a challenge to improve your modelling. I want to make it high poly, subdivided. However I'm having issues creating two combined cylinders without creasing or deformation.

Anyone able to help?

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metalliandy's Avatar
Old (#2311)
Quote:
Originally Posted by ghaztehschmexeh View Post
Hey so I'm trying to model number 18 from this image. It's part of a challenge to improve your modelling. I want to make it high poly, subdivided. However I'm having issues creating two combined cylinders without creasing or deformation.

Anyone able to help?

If you post your current progress (wires), people will be able to give more specific advice as to what you are doing wrong
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ghaztehschmexeh's Avatar
Old (#2312)
don't laugh, I'm aware it's awful but it's the closest I've managed to what I am trying to achieve (two connected cylinders with a hard edge between them)



and here is what it looks subdivided

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respawnrt's Avatar
Old (#2313)

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ghaztehschmexeh's Avatar
Old (#2314)
Hmm, thanks for helping, seems to have worked okay, I changed it a little to get the shape I was after. But it doesn't seem like very good topology? and there are still deformations around the side connections...

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respawnrt's Avatar
Old (#2315)
Doesn't look that bad aside from a little pinching that i guess it is from that support edge that you added so double the cilinder sides try that.

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ghaztehschmexeh's Avatar
Old (#2316)
Finally got pretty much what I wanted! Thanks a bunch for the help!

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Amsterdam Hilton Hotel's Avatar
Old (#2317)
Careful with your edge width - that's looking pretty tight, supporting edges shouldn't need to ride so close to the edges they're supporting. You also want supporting edges on both sides of an edge when you can, not just on one side.

i'd prolly set it up a little more like this


Last edited by Amsterdam Hilton Hotel; 06-05-2012 at 03:50 PM..
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ghaztehschmexeh's Avatar
Old (#2318)
noted, thanks for the input
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turdi's Avatar
Old (#2319)
Hello all,

First of all, I spent all day today looking though this post and I find it awesome, so much useful information.

Although I came with a question (here is so much information, that I don't remember, was it posted or not).

In the pictures 1-3 i try to make a hole, I used a 12 angle(verts) circle to make it, but as you can see I can't figure out how to make it work all in quads.

I made it with 12 verts with a reason, because I will create a normal map from this model and then apply it to the low poly, but I want the low poly to have the real hole in the mesh, not only a normal map effect.

In image 4 you can see, that I used 8 verts circle. I suppose this is the right way to do it, but the question is.

When I will bake a normal map (in 3dsmax) will it be round? Is it enough geo for the circle to be round in low poly? I don't like the corner sharpness.

I had some previous experience, that it won't be.






Please anyone, tell me the right way to do it.

Thanks,
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Danielmn's Avatar
Old (#2320)
hey turdi
so yeah you can use a 10 side circle and I think you will be in better shape as I did on this drawing

also,
you dont need to worry about those 10 sides baking correctly cause you will use a whole separate cage usually to capture the bake, so you can have 12,13 or however many sides you feel you need for the low poly. On your high poly your just focused on smooth edges and such. Inversely you could do floater geo as well.

you almost never just turn the turbo smoth off and then hit bake. Your lo poly need to fleshed out in whole different way.

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Danielmn's Avatar
Old (#2321)




here is a way i usually prefer just because I like making that square around the corners of the circle
this is using a six sided one hope this help
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TicoTaco's Avatar
Old (#2322)
I guess I got the big shapes out of the way, anytipes on getting those litle details in there?

Also, the bubbled up pieces near the bottom.

The handle indents, little lines, squares, indents all around is what I am hoping for help with. I am not sure if my topo is acceptable I was just going to make this a low poly, but if someone can aid me on proper topo to subD it, that would be sweet.


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turdi's Avatar
Old (#2323)
Quote:
Originally Posted by Danielmn View Post




here is a way i usually prefer just because I like making that square around the corners of the circle
this is using a six sided one hope this help
Thanks man, I will do that

The way you show is in my prefered list also, but I'm dealing with low poly now, so I need to think about round edge without turbo smooth

Thanks for the advice, I didnīt think about the additional edges.

Thank you,
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ghaztehschmexeh's Avatar
Old (#2324)
I'm back again :P I'm not sure if this belongs here but I have an issue with floating geo. I'm trying to model in an indent into a gun. However, when create a flat surface to make the indent curve into the model, it can be seen that this doesn't match the shape of the surface.. as can be seen in the screenshot. I figure if I can see this difference, so can the renderer baking the normal map. What's a good way to create floating geo that smooths nicely into the (curved) geometry behind it? Hope this makes sense (kinda tired and not thinking straight atm ) using max if it helps

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perna's Avatar
Old (#2325)
ghaztehschmexeh: Your floater needs to curve in the same way. This can be done either by working from a copy of that curved geometry or using something like a bend or ffd modifier to curve the subdivided floater.

For the first method, copy polygons off of the subdivided underlying surface as opposed to the cage model.
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