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Struggling with topo...again.
show user profile  FX
I'm trying to model something that's not quite a sink but pretty close, finding it hard to get the topology right where the curved surface meets the back of the unit.
The curve has to blend into the flat top at the back, but you can see from the left view the transition is basically crap, just can't figure out what it should look like.


I was stung on the face whilst mountain-biking yesterday, had a bad reaction and now I look like the elephant man, I'm loaded up with anti allergy and anti inflammation drugs which isn't helping me concentrate :)

I'm the worst modeller I know :(


read 627 times
10/3/2014 11:30:21 AM (last edit: 10/3/2014 11:34:51 AM)
show user profile  herfst1

[edit] here's a closer-up angle. Just thought I'd post it before I delete it.

P.S. It's very easy to make if you just use a lot of insetting and moving down on the z-axis. Then support edge and chamfer after.
read 619 times
10/3/2014 12:08:04 PM (last edit: 10/3/2014 12:23:59 PM)
show user profile  FX
Thanks hefst1 you is de topo man....massive help as usual, here's where I got to, I needed the top part more curved so found a mid ground with the topo....i think... :/..looks good enough when turbo smoothed.



I really should model more and get a better understanding of the workflows, my mind wanders too easily, I don't understand the "rules" of sub-d-ing enough...tedious to learn.
read 598 times
10/3/2014 1:49:23 PM (last edit: 10/3/2014 1:49:23 PM)
show user profile  herfst1
:) Looks good. Definitely post more threads like this in the future, they're always the most fun to work through.
read 594 times
10/3/2014 2:02:41 PM (last edit: 10/3/2014 2:02:41 PM)
show user profile  FX
Yeah, agreed, can't get enough topo examples when you need em, I was going to suggest building a library of them, I need a visual kick-start every-time I model, but after a few weeks I've usually forgotten everything and need to start again.
read 591 times
10/3/2014 2:11:24 PM (last edit: 10/3/2014 2:11:24 PM)
show user profile  Nik Clark
FX, have you watched the Grant Warwick hard surfaces video?


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read 583 times
10/3/2014 2:34:24 PM (last edit: 10/3/2014 2:34:24 PM)
show user profile  FX
Yes, but I don't model enough for the information to stick, which is why i need a visual, guess I need to keep recapping on the basics instead of just going for it, I always come a cropper, hit a dead end and get annoyed....remote leanings a bitch....for me.





read 571 times
10/3/2014 3:22:14 PM (last edit: 10/3/2014 3:22:14 PM)
show user profile  FX
Making a PC style case.....is this cool for topo ?...



read 496 times
10/11/2014 5:25:57 AM (last edit: 10/11/2014 5:27:39 AM)
show user profile  Octopuzzy
I think you are over complicating it.
Are you using quadchamfer? Built into max 2015, plugin for lower versions.


1. Just a simple chamfer

2. If 1 isn't tight enough, throw in a turbosmooth before the quadchamfer with smoothing groups checked to maintain an easy to edit mesh. Increase the turbosmooth iterations for even tighter results.

3. Smoothed result of 2

4. If using quadchamfer, just crank up the iterations a bit and forget about support loops and turbosmoothing it at all.




read 478 times
10/11/2014 1:09:16 PM (last edit: 10/11/2014 1:10:22 PM)
show user profile  FX
Cheers Octopuzzy, yeah I always seem to over complicate things.

I much prefer to manually add rings and loops than use quadchamfer, the more I model the less I'm inclined to use it.
I also extrude edges with no height, that's where the extra bits at the corners come from, anyway looks ok subdived, just trying to improve overall topo, I'll cull a few edges.

Thanks for the screens.
read 474 times
10/11/2014 2:43:43 PM (last edit: 10/11/2014 2:43:43 PM)
show user profile  Octopuzzy
You get the exact same result as extruding edges with no height with quadchamfer, the difference being that the basemesh will be lighter, easier to modify, it's non destructive, it's consistent over the whole model etc.
Here's another example.

Personally I don't see any reason not to use it..but since you are aware of it and just prefer something else, fair enough.




read 466 times
10/11/2014 5:46:22 PM (last edit: 10/11/2014 5:46:22 PM)
show user profile  FX
Yeah I get what your saying...that's more or less where I got to...just too many vertical lines in my case...pun intended ;)


read 454 times
10/12/2014 7:22:48 AM (last edit: 10/12/2014 7:22:48 AM)
show user profile  9krausec
Me too! I'm trying to cut these here shapes into that there cylinder. Not working out the greatest (okay, but still getting some kinks). Been a while since I've modeled all that much. Anyone have any suggestions? Thanks.

 photo Untitled-1_zps5f009f34.jpg

 photo Untitled-1_zps964278e0.jpg

This way works the best but I'm not getting as sharp of corners when smoothing... Hmm. Still, it's working. Would this be how you modeling pros would do it?

 photo Untitled-1_zps6fef644a.jpg




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read 372 times
10/31/2014 1:18:19 AM (last edit: 10/31/2014 1:23:29 AM)
show user profile  herfst1
Yeah, this curved surface is a bitch to get right... if you use turbosmooth. And this is a case where I say, fuck turbosmooth, it creates more headaches than it's worth (though, admittedly I tried a few variations to get it looking "perfect" but it just wouldn't play ball).

This is a low poly solution, though there's no reason not to go higher poly i.e. more segments around the cylinder. Flow connect is your friend.


[edit] I didn't do this for the pic I posted *smacks head* but you should always ensure your support edges are evenly spaced either side of the line you're supporting, it will create a better shading result.
read 360 times
10/31/2014 2:22:24 AM (last edit: 10/31/2014 2:36:19 AM)
show user profile  herfst1
Actually, just thought of an easy solution to get turbosmooth to not fuck up: horizontal supports only.


read 352 times
10/31/2014 6:35:43 AM (last edit: 10/31/2014 6:35:43 AM)
 
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