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Grimm_Wrecking's Avatar
Old (#1001)
Doseph:

Page 37 ?
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Millenia's Avatar
Old (#1002)
How would I project a grip pattern onto a mesh? I tried pathdeform using a shape created from a loop on the handle but I couldn't get it work..



Normally I would just filter it on, but I'm trying to do this using object space normals so I really can't rely on it this time
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Dr.cube's Avatar
Old (#1003)
Anyone know of a quick and easy way to unwrap a bent cylinder?

Using cylindrical under map parameters doesn't give a proper unwrap and unwrapping each segment individually, then stitching them back together is very time consuming.
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jocose's Avatar
Old (#1004)
You can convert from object sapce to tangent: http://wiki.polycount.com/Normal%20M...Between_Spaces

I would try that and just paint them in.
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Eric Chadwick's Avatar
Old (#1005)
@Millenia: You could also just UV a bump map onto the high-poly mesh, which will bake along with the rest of the geo normals, down into your OS map.

@Dr.cube: Doesn't belong in this thread. If you make a new thread in Tech Talk (along with mentioning your software!) I'm sure you'll get lots of tips.
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Chemical Alia's Avatar
Old (#1006)
Quote:
Originally Posted by Dr.cube View Post
Anyone know of a quick and easy way to unwrap a bent cylinder?

Using cylindrical under map parameters doesn't give a proper unwrap and unwrapping each segment individually, then stitching them back together is very time consuming.
If you're using Max, look into spline unwrapping, I find it the easiest way if you don't want to stitch. You can draw a spline through your shape, and then set the unwrap to follow it. It works better when you build the object from the spline itself and hit "generate mapping coordinates."
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00Zero's Avatar
Old (#1007)
Quote:
Anyone know of a quick and easy way to unwrap a bent cylinder?

Using cylindrical under map parameters doesn't give a proper unwrap and unwrapping each segment individually, then stitching them back together is very time consuming.
http://www.pullin-shapes.co.uk/page8.htm

roadkill unwrapper. after using it, you will wonder why in the world you used max or maya or w/e to unwrap.

just unwrap in roadkill by selecting with edges you want to cut, then adjust the uv pieces in your 3d program to your liking.
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Mr. Bean's Avatar
Old (#1008)
Quote:
Originally Posted by Dr.cube View Post
Anyone know of a quick and easy way to unwrap a bent cylinder?

Using cylindrical under map parameters doesn't give a proper unwrap and unwrapping each segment individually, then stitching them back together is very time consuming.
Chemical Alia's idea would work; you could also use pelt mapping.
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BradMyers82's Avatar
Old (#1009)
How do you guys think I should approach this.

I'm doing a BioRifle Re-make from Unreal Tournament 3. You will notice I am doing a bit of a mix between Epic's concept and final Game ready BioRifle.

I'm attempting to do the hardest part first, which is the body shown here. I have already tried to make cuts and stuff where I want them, its just nearly impossible to keep the body smooth like I want it (when modeling the cuts in that is) due to the curved surface I am dealing with.

I would like to avoid floaters for the most part, but if I have to use them I will (on the little holes and stuff I figured I would use floaters.)

So I'm thinking about using a couple different methods.

- Sculpt the details in with a lazy mouse on a highly subdivided mesh.

- Model what I can, and use floaters on the rest

- Detach parts (create more separate objects)and model what I can.




Here is the block out:



Here is the WIP sub-d:




Here is the part of the mesh I am working on if anyone want's to play around with it:

http://dl.dropbox.com/u/4888693/My_A...fle_Help01.zip
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Grimm_Wrecking's Avatar
Old (#1010)
Couple of options.
-Make the cuts, correct the horrid topology errors you'll get and add more geo in the process.


EDIT: -cut the lines, make several copies of the pre-sub-d mesh you have, then delete the rest but the panel you want to keep for each mesh, fix the topology so the edge loops terminate on the end well and the bevel the edge down.


-float the living crap out of it.

All three will work. Personally when I approach this kind of model (non-floating) if it has a seam thats that apparent, it seems like it would be a separate plate and thus I model it as such. Though depending on the complexity it will determine on how I arrive at the plates--either start off that way, or do like #2.

and then of course there is always sculpting, but who wants to do that?

Last edited by Grimm_Wrecking; 07-09-2010 at 10:42 PM.. Reason: #2 order of operations were mixed :D
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boyluya's Avatar
Old (#1011)
Quote:
Originally Posted by BradMyers82 View Post

Here is the WIP sub-d:




Here is the part of the mesh I am working on if anyone want's to play around with it:

http://dl.dropbox.com/u/4888693/My_A...fle_Help01.zip
Yeah, I'm also interested how others approach this. Obviously, it would be really tedious if you model those on the same mesh. And it would be inefficient if you bring it to zbrush or mud and sculpt.

Has anyone tried modeling those lines using the floating geo approach?
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Eric Chadwick's Avatar
Old (#1012)
In addition to the suggestions above, you could also try the SlideKnit approach
http://forums.cgsociety.org/showthre...?f=25&t=678648
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boyluya's Avatar
Old (#1013)
Thanks Chad, will give it a try.
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Spatz's Avatar
Old (#1014)
Hi BradMyers82 you can try this method from Körper Klaus
he has made a nice tutorial on vimeo...

http://vimeo.com/3301759

hope this helps...oh by the way he is using max .... but i guess you are a max user too ;)
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jocose's Avatar
Old (#1015)
Given the size of those seams/panels and how they will bake (even on a really large normal map) I would float them for sure. I think doing anything else would be a massive waste of time.

If this were for film or something what I would do is first make a model like you have there and then re-topo it to get all those edge loops in there and geometry dense enough to hold those shapes. Then I would divide and put in the panels and bevels.

With stuff like this you have to get the big shape perfect first and if you re-topo you keep your old geometry and can edit it, and then use it to make changes. Really the best way to go if it has to be molded in.
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Grimm_Wrecking's Avatar
Old (#1016)
Quote:
Originally Posted by boyluya View Post
Has anyone tried modeling those lines using the floating geo approach?
yes, not those specifically, but

(still need to taper the outer edge a bit better for a bake, but meh.)
Don't have a picture of a bake, but yeah it's definitely the fastest and easiest way to go.

As far as them being too small to bake properly, exaggerate the bevel and/or gaps on the seams.
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stalsby's Avatar
Old (#1017)
I need some good advice on the best way to model this door frame and door. I'm assuming splines would be the best way to get nice crisp edges and also get the detail in the beveled areas inside the purple frame but I'm not sure how to go about doing it! It needs to be very precise as it's going to but cut out of wood on a Mill, which uses xyz coordinates. I need some expert advice. Thanks!!!
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THE 5's Avatar
Old (#1018)
3ds Max 2010
I am trying to model this armour with tank or Stealth-bomber like plates (e.g. to bounce bullets of). I modeled the single plates now but can't find a way to align them to each other. I tried to set the transform constraint to "normal" (so the single verticies only move along the Y axis) and to "rotate" the planes via "view align", but since all the plates rotate arround different centers that won't quite work. Also view align does not realy give me good controll over the rotation.

I can not realy think of a good way to do this, how would you tackle modeling such a surface?
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SyncViewS's Avatar
Old (#1019)
Hi, just a remark that can help, by definition the intersection between two planes is a line. That implies that if those surface touch each other forming such sort of polylines they're not planar. I'd probably tackle it by doing the very simple general shape and then dragging/extruding (shift+drag 3ds Max) the borders as needed to keep everything as flat as possible. MakePlanar can help too, but fine tuning must be done by hand.
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jocose's Avatar
Old (#1020)
I would have modeled that as a single piece and then cut the plates out of it. You could do that or model a base that has the shape you want and retopo it so you have good topology and then extrude the plates out.

Doing it like this, I don't know of any good way (in 3dsmax at least) to get those lined up perfectly so they seamless.

Ooops SyncViewS beat me to it
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r_fletch_r's Avatar
Old (#1021)
my usual work flow for this sort if thing would be to get the volume of the whole form as 1 mesh then split it into plates before detailing them.

ha ha double beaten to it
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THE 5's Avatar
Old (#1022)
Thanks for the (indeed verry fast) replies guys ;)
I tried modeling this as one piece but that is giving me just the same problem, seems like the only way to get them planar is by verex pushing, since make planar or the likes will screw up the surfaces tuching the borders. I will try to do a rough shape consisting of 5 polys. But then aggain the edges where the different plates touch ain't straight, so just cutting the shape into them wont do all the trick :S
I'll be back soon posting results.

(Something like Stich in UV layout but for 3d space could maybe help...)

EDIT: So here is what you suggested.

It looks allright, though not perfect.
Quote:
Originally Posted by SyncViewS View Post
Hi, just a remark that can help, by definition the intersection between two planes is a line. That implies that if those surface touch each other forming such sort of polylines they're not planar.
That is causeing the problems with the right and the lower right plates.
Guess it's time for vertex pushing then.

EDIT 2:
Is there some script that could do like "Make planar by smoothig group while keeping borders somewhat averaged"?

Last edited by THE 5; 07-09-2010 at 11:06 AM..
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himadri_sm's Avatar
Old (#1023)
how to model circular text like in this image in maya?-

Last edited by himadri_sm; 07-09-2010 at 11:12 AM..
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SyncViewS's Avatar
Old (#1024)
Quote:
By definition the intersection between two planes is a line. That implies that if those surfaces touch each other forming such sort of polylines they're not planar.
@ THE 5: Maybe you got the sentence wrong: It is not your fault if two intersecting (not coplanar) shapes that do not form a line are not planar, they simply CANNOT be, there is no vertex pushing that can fix it. I meant you would have to adjust things to look good, but is impossible to get a polyline as the intersection of two real planes. If you MakePlanar one set, it just make "unplanar" the other set, and you can go on with that forever, but is unfixable.

The solutions are: make the intersection a straight line and you can have both face sets planar OR make the front set planar and the second one (the upper right) not planar or broken in multiple planes, as I suggested you can get it by shift-dragging the border. The choice should be based on what looks better.

@ himadri_sm: Regardless the software (I'm not a Maya user) such text can be handled like floating geometry. If you plan to import your high poly in a sculpting application, you can even create a stencil in photoshop and create the embossed text in the sculpted high poly to be baked in a normal map.
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THE 5's Avatar
Old (#1025)
Quote:
Originally Posted by SyncViewS View Post
@ THE 5: Maybe you got the sentence wrong: It is not your fault if two intersecting (not coplanar) shapes that do not form a line are not planar, they simply CANNOT be,
No no, I got that (the other day I had to calculate these intersection lines at uni).

Quote:
Originally Posted by SyncViewS View Post
there is no vertex pushing that can fix it. I meant you would have to adjust things to look good, but is impossible to get a polyline as the intersection of two real planes. If you MakePlanar one set, it just make "unplanar" the other set, and you can go on with that forever, but is unfixable.
Yeh, I am not lookingfor a 100% planar sollution. I just thought there is a quicker method than plain vertex pushing or modellign it over again with edge extrusion, to get it somewhat planar and well aligned.

Quote:
Originally Posted by SyncViewS View Post
[...] make the front set planar and the second one (the upper right) not planar or broken in multiple planes, as I suggested you can get it by shift-dragging the border. The choice should be based on what looks better.
I turned on turbosmooth and just pushed single verticies out till the specular shew me a smooth result.
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