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JO420's Avatar
Old (#976)
Quote:
Originally Posted by Grimm_Wrecking View Post
If it does, thats what photoshop is for , but yeah, np Bend / Lattice are pretty much my answer to everything when you can get away with it

Looks pretty good, but did you forget the flaps?
No no,the flaps will be incoming,i can probably use the wing and make cuts for the flaps
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THE 5's Avatar
Old (#977)
Hi there,
I recently watched Grant Warwick's Hardsurface Tutorials and did some practice pieces. Right now I try to get details onto a bent surface but I am getting pretty uggly stretching along the holes, what destroyes the surface.

(yeh, Viewcube...)

I know of the approach to model it flat and then bend the pice but that won't work most of the time. For now I did the holes via cutting along circle Splines from top view just like in the tut.
From my poit of view there are 2 possible solutions:
  • changing the topology to better follow the given edgeflow, but that does not guarantee perfect results anyway.
  • Somehow "average" the curved surface (just somewhat like "make planar") after the holes have been applied. The Graphite "Loop Tools" might help with that, but yet I did not realy figure out how.


EDIT:
Is there a way to snap a circles center to a vertex?
I keep snapping vertex to vertex.

Last edited by THE 5; 06-06-2010 at 07:09 AM..
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perna's Avatar
Old (#978)
THE5:

more geo
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THE 5's Avatar
Old (#979)
perna:
Alright, thx
Did a practice on a basic plane, turns out quite ok.

Neverless, I still want to keep this question up:
Is there a way to "average" a curved surface (just somewhat like "make planar" but curved). The Graphite "Loop Tools" might help with that, but yet I did not realy figure out how. Tubosmoot seems to do something like that but also adds extra geometry. Is it posible to take this feature without adding extra loops or would that be just the same as a plain "relax"?
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boyluya's Avatar
Old (#980)
Hey guys, how would you model this sphere that has a flattened top/sides? Thanks.

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sampson's Avatar
Old (#981)
couldn't you just get a quad'd sphere with enough polys. then delete the circular shape. then extrude polys inwards and cap. doesnt matter if geo is too messy its flat
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Millenia's Avatar
Old (#982)
Quote:
Originally Posted by NBLM View Post
Ok i got it. With my +30 sides cylinder :P,
but there is a pinching still visible.




thanks
I did it with the doublesmooth trick on my M11 so I could keep the control mesh very low-poly;



The control mesh is a 6-sided cylinder :p
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cman2k's Avatar
Old (#983)
Quote:
Originally Posted by sampson View Post
couldn't you just get a quad'd sphere with enough polys. then delete the circular shape. then extrude polys inwards and cap. doesnt matter if geo is too messy its flat
I just tried this and wasn't able to get good results easily. Maybe I'm missing something? I'd be interested to know.

Pro Tip; To get a quad-sphere in max..just turbosmooth a box a bunch of times.



Here's my hacky quick solution that goes against everything in this thread (haha sorry guys)

make a 64-sided geosphere and some planes to represent your cuts.


Pro-boolean that shit (with "intersect")
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boyluya's Avatar
Old (#984)
cman2k: That approach may get funky results when you smooth it.

Ok I did some experimenting and I have a feeling I got it right.



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GoSsS's Avatar
Old (#985)
Quick and easy method to create that :

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Pedro Amorim's Avatar
Old (#986)
check it out..
http://dl.dropbox.com/u/93793/Modo_Sight_Top.avi

i made this video sometime ago, to show how to do the exact same thing.
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Grums's Avatar
Old (#987)
Hey,

I was wondering if anyone could give some some advice on the best method for modelling the detail on this pillar.

http://farm3.static.flickr.com/2136/...9e14bdf4_o.jpg

Its trying to create the flow of the shape with a clean topologly thats confusing me a little.

Last edited by Grums; 06-17-2010 at 04:22 PM..
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Irreal's Avatar
Old (#988)
Quote:
Originally Posted by Grums View Post
Hey,

I was wondering if anyone could give some some advice on the best method for modelling the detail on this pillar.

http://farm3.static.flickr.com/2136/...9e14bdf4_o.jpg

Its trying to create the flow of the shape with a clean topologly thats confusing me a little.
It's not as complex as it looks. If you look at the detail you can see a lot of repeating patterns. Model these parts separately on a flat plane. Extrude them inwards for some depth and then lay out however many is needed in row and then using a bend modifier bend them 360 degrees. Once this is done you could flare the shape out by using a lattice. Don't bother worrying about welding the various parts together. That would be a nightmare.

Last edited by Irreal; 06-17-2010 at 07:38 PM..
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Grums's Avatar
Old (#989)
Hey Irreal,

Thanks for the advice, I was over complicating it in my head. The method you mentioned makes things alot simplier.

Cheers!
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lloyd's Avatar
Old (#990)
spherify
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Stertman's Avatar
Old (#991)
Hello there.. Any one who can tell me the secret of getting things like this smooth in a good way without getting those ugly hard edges on the cylinder?


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Piflik's Avatar
Old (#992)
More Geo...give the cylinders more segments and you shouldn't need support edges for the extrusion.
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Stertman's Avatar
Old (#993)
Quote:
Originally Posted by Piflik View Post
More Geo...give the cylinders more segments and you shouldn't need support edges for the extrusion.
oh=) yeah maybe that is the besto solution.. thanks
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Prophecies's Avatar
Old (#994)
Quick question guys. This is a pretty dumb question, but what modifier do you use in Max for Sub-D modelling? I've always used turbosmooth for hardsurface stuff, and it works great. But someone told me that turbosmooth wasn't great for mechanical modelling. I think he mentioned WSM Subdivide or something like that? If so, I tried it out, and I don't know how to get it working. Not sure how the modifier itself works. What makes it better than turbosmooth?
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Piflik's Avatar
Old (#995)
I always use TSmooth...and I avoid WSM Modifiers where I can...
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divi's Avatar
Old (#996)
i can imagine the subdivide modifier being used to have proper shading on curved surfaces when you want to use smoothing groups for the smoothness but i dont really see how it has anything to do with sub-d modeling.
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shogunato's Avatar
Old (#997)
i'm maya user but i remember you can use NURMS in the edit poly mod
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frell's Avatar
Old (#998)
I always have trouble getting the poly flow on the back of the handle to go with the rest of that part of the body, could someone show me a quick high poly example? I've already tried searching for wires to no avail.
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Piflik's Avatar
Old (#999)
Actually not hard at all...make some edgeloops folowing the curve...once your on a flat surface you can go crazy with your topo....if you have to ;)

Sloppy paintover:
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doeseph's Avatar
Old (#1000)
Okay I need some help here from someone more experienced. I think I've managed to match the shape in the middle fairly well on the left. What I want to do from there though is extrude the border outward so I can have room to chamfer the sides, but you can see what happens when I try that on in right picture.

I think the shape is wrong though, and I'm sure there is an easier way to make it but I don't know how. All I did was create three cylinders and bridge the areas I wanted, then connected the inner section and pulled the vertexes in.

I'm new to this so go easy on me

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