Author : disting


Reply
Reply
 
Thread Tools Display Modes
BadGeometry's Avatar
Old (#1051)


I spent like two hours trying to get this pauldron to look right and only got the spark plug to look right. The eye didn't come out how I wanted and I really messed up bug time on the teeth when I tried to take them on.

Is there a better way to get the eye and teeth in there? I think I might have to prepare the geometry a little better.
Check out my art blog!
www.badgeometry.net
Offline , vertex, 25 Posts, Join Date May 2010, Send a message via AIM to BadGeometry  
   Reply With Quote

jocose's Avatar
Old (#1052)
If your just going to bake it to a normal map I would float all the teeth. AS for the cylinder you need to have geometry dense enough to hold the curvature. You can subdivide and do a boolean or you can try and get tricky and see if you can get away with less since a lot of that is planar.

If that "creased" surface was more curved though there really would be no other way to get that in there other than to add more geo.
Offline , polycounter, 1,048 Posts, Join Date Jun 2008, Location Kirkland, WA  
   Reply With Quote

McGreed's Avatar
Old (#1053)
Okay, I got three cylinders I want to combine (actually the theory is more about two) and they have different size, so my question is how I best make this work, high poly and lowpoly. Can I keep the two smaller cylinders detached and still make it look merged with the normal map on the lowpoly and what would be best to do with the highpoly? Do I need more segments on the main poly for high (and low if I need to combine)?
Attached Images
File Type: jpg cylinders_merge.jpg (37.6 KB, 55 views)
Anders K. Nielsen - Environment Artist - LinkedIn
"It is wrong always and everywhere for anyone to believe anything on insufficient evidence."
Offline , polycounter, 999 Posts, Join Date Nov 2008, Location Dublin, Ireland Send a message via MSN to McGreed  
   Reply With Quote

boyluya's Avatar
Old (#1054)
Quote:
Originally Posted by McGreed View Post
Okay, I got three cylinders I want to combine (actually the theory is more about two) and they have different size, so my question is how I best make this work, high poly and lowpoly. Can I keep the two smaller cylinders detached and still make it look merged with the normal map on the lowpoly and what would be best to do with the highpoly? Do I need more segments on the main poly for high (and low if I need to combine)?

Heyd McGreed, usually this is how I do tube/cylinder connect in max.

- create an 8 sided cylinder
- duplicate/clone it by rotating 90 degrees
- go back to first cylinder, use cut tool (with vertex snap on) while using the second cylinder's vertices as guide
- hide/delete the 2nd cylinder
- select the new faces/shape you made (on the first cylinder), then inset
- extrude it then align the vertex
- put your support edges
- smooth

Here's an image of what you'll get. I think same principle goes when the cylinders have different sizes.





Portfolio - Hard Surface Art
Available for freelance
Offline , triangle, 350 Posts, Join Date Jun 2009, Location Philippines  
   Reply With Quote

Un_dead's Avatar
Old (#1055)
The circled red bit is giving me a headache...

Any help would be greatly appreciated..

I first thought of chamfering it, but that didnt work out properly.

I'm Using 3ds Max 2010

EDIT: THe edge flow has since been improved, but it's still pissing me off..
Attached Images
File Type: jpg 04529 - Copy.jpg (215.3 KB, 88 views)
File Type: jpg Question.JPG (81.6 KB, 91 views)

Last edited by Un_dead; 07-24-2010 at 05:27 AM..
Offline , vertex, 25 Posts, Join Date Dec 2009,  
   Reply With Quote

[SF]Three9's Avatar
Old (#1056)
Quote:
Originally Posted by Eric Chadwick View Post
Floating geometry might also be the answer.
http://www.iddevnet.com/quake4/ArtRe...CreatingModels
(see the screenshots at the end of the "Modeling Your Character" section)

whoa whoa whoa...you're telling me the countless hours I've spent trying to make really tiny indentation detail into my model, I could have just made a separate object floating above it and it would look the same and create better mesh flow?
Offline , polygon, 553 Posts, Join Date Jun 2009, Location Orlando, FL Send a message via Skype™ to [SF]Three9  
   Reply With Quote

diop's Avatar
Old (#1057)
Hello all!

I cant make this damn thing properly. :/



How would you model it?

The best i can do (is ugly):







Thank you for helping!

Edit: More geometry...

Last edited by diop; 07-23-2010 at 12:50 PM..
Offline , null, 21 Posts, Join Date Feb 2009, Location Hungary  
   Reply With Quote

limesimme's Avatar
Old (#1058)
@doip, it's ALWAYS the geo! (not really, but in lot of cases)
Offline , line, 80 Posts, Join Date Mar 2010, Location Borås, Sweden Send a message via Skype™ to limesimme  
   Reply With Quote

diop's Avatar
Old (#1059)
Quote:
Originally Posted by limesimme View Post
@doip, it's ALWAYS the geo! (not really, but in lot of cases)
Yes, but its not just a cylinder that can be easily made with more segment/geometry.

Its the best i can do, (and dont like it):








Tried this and that but cant find happiness.

Offline , null, 21 Posts, Join Date Feb 2009, Location Hungary  
   Reply With Quote

okno's Avatar
Old (#1060)
Quote:
Originally Posted by diop View Post
Yes, but its not just a cylinder that can be easily made with more segment/geometry.
It kind of is actually. I made this by modelling the top out flat and then using two simple deform modifiers to bend it.

Offline , spline, 215 Posts, Join Date Feb 2008, Location UK  
   Reply With Quote

OBlastradiusO's Avatar
Old (#1061)
Modo has Constrain to Background which helps a lot. Does max 2011 have a similar tool?
My Website - http://nickbouldin.squarespace.com
Environment Artist at Phosphor Games

"I dont give a f**k about your war, or your president"
Snake Plissken
Offline , polygon, 665 Posts, Join Date Jan 2008, Location chicago,il  
   Reply With Quote

OBlastradiusO's Avatar
Old (#1062)
Quote:
Originally Posted by Spatz View Post
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 ;)
This video is GOLD!! Thanks!

Last edited by OBlastradiusO; 07-26-2010 at 07:14 AM..
My Website - http://nickbouldin.squarespace.com
Environment Artist at Phosphor Games

"I dont give a f**k about your war, or your president"
Snake Plissken
Offline , polygon, 665 Posts, Join Date Jan 2008, Location chicago,il  
   Reply With Quote

Spatz's Avatar
Old (#1063)
i´m glad you like it

Last edited by Spatz; 07-26-2010 at 09:49 AM..
Offline , triangle, 381 Posts, Join Date Nov 2009, Location Hamburg Send a message via Skype™ to Spatz  
   Reply With Quote

OBlastradiusO's Avatar
Old (#1064)
Quote:
Originally Posted by Spatz View Post
where is a video OBlastradiusO
Sry Spatz. I meant your video was GOLD! Lotz of great SUB-D info!
My Website - http://nickbouldin.squarespace.com
Environment Artist at Phosphor Games

"I dont give a f**k about your war, or your president"
Snake Plissken
Offline , polygon, 665 Posts, Join Date Jan 2008, Location chicago,il  
   Reply With Quote

diop's Avatar
Old (#1065)
Quote:
Originally Posted by okno View Post
It kind of is actually. I made this by modelling the top out flat and then using two simple deform modifiers to bend it.

Ouch, nice. Would be nice to see the process step-by-step. (:

Plus how can i perfectly fit this shield/grip frame to the grip? In my version i made the grip first, then extrude it, so it fits well.

Thank You!

Offline , null, 21 Posts, Join Date Feb 2009, Location Hungary  
   Reply With Quote

r_fletch_r's Avatar
Old (#1066)
Spatz did anyone ever tell you, you look just like Mell B?
Offline , veteran polycounter, 2,970 Posts, Join Date Feb 2010, Location Ireland  
   Reply With Quote

diop's Avatar
Old (#1067)
_

Last edited by diop; 07-28-2010 at 11:56 AM..
Offline , null, 21 Posts, Join Date Feb 2009, Location Hungary  
   Reply With Quote

Calabi's Avatar
Old (#1068)
Stupid question but how do you manually make pipes, bends(no splines or modifiers or whatever)?

I'm sure I used to know a way where you could extrude and rotate the faces without distorting/reducing the pipe size.
Offline , polycounter, 1,248 Posts, Join Date Aug 2009, Location UK  
   Reply With Quote

THE 5's Avatar
Old (#1069)
Maybe rotate-extured with "working pivot" as the center of the rotation. I'd use modifiers or spline extrusion though :/
Gallery (DA)
yet just a hobbyist
Offline , triangle, 291 Posts, Join Date Feb 2010, Location Germany  
   Reply With Quote

Spatz's Avatar
Old (#1070)
Quote:
Originally Posted by r_fletch_r View Post
Spatz did anyone ever tell you, you look just like Mell B?
...Do you mean pretty like Mell B?
Offline , triangle, 381 Posts, Join Date Nov 2009, Location Hamburg Send a message via Skype™ to Spatz  
   Reply With Quote

Calabi's Avatar
Old (#1071)
I figured a way round about way of doing it.

Rotated the face 45 degrees. Then had an edge loop a bit back, which I flattened(snapped) the vertices, forward, straight along the edges(non distorted edges), towards the rotated ones.
Offline , polycounter, 1,248 Posts, Join Date Aug 2009, Location UK  
   Reply With Quote

r_fletch_r's Avatar
Old (#1072)
Calibi why are you dismissing Modifiers/Splines? I would have said a renderable spline was the best way to do it.

Last edited by r_fletch_r; 07-28-2010 at 02:14 PM..
Offline , veteran polycounter, 2,970 Posts, Join Date Feb 2010, Location Ireland  
   Reply With Quote

Calabi's Avatar
Old (#1073)
Cause Wings3D doesnt have any(sort of).

Plus bending wouldnt have really worked, I had to join two parts of a spring together.
Offline , polycounter, 1,248 Posts, Join Date Aug 2009, Location UK  
   Reply With Quote

r_fletch_r's Avatar
Old (#1074)
ah ok, when you said modifiers/splines i figured you were using max.
Offline , veteran polycounter, 2,970 Posts, Join Date Feb 2010, Location Ireland  
   Reply With Quote

OnlyTiKi's Avatar
Old (#1075)
Hi, I am new here I found this topic by searching on Google, I read every single page. Thanks to you I really improved my first model!

But now I've got a problem.. I am trying to model these shapes

http://img827.imageshack.us/img827/7697/wtfpu.png

I've only modeled the basic shape (the one with the Stag Arms logo).

I can achieve only the base form but not the hole with that circle-like form! Any suggestions?

P.S.: Sorry for my English, it's not my primary language
Offline , null, 1 Posts, Join Date Jul 2010,  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch