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In this thread, post an object you aren't quite sure how to make, and we'll try to provide a good guideline for you on how to go about making that object.

I think this will be good practice for both newbies and pros as we'll discuss how an object is made before actually trying to make it.
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revolver cylinder please
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>>537170
Use an 18 side cylinder with 6 cylinders inside it, evenly spaced out from each other and logically scaled (use reference). Bridge all the edges together and put on the subdivide modifier when you want to add in more detail, such as those valleys (or whatever they're actually called) in between the chambers.

There's a really good revolver cylinder tutorial online already.

http://kuzey3d.blogspot.com/2011/11/revolver-cylinder-tutorial.html
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>>537160
>>537328
I've always wondered what software makes your edges bend like in your renders. Assuming it's maya?
How does that work?
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>>537333
Leave subdivision modifier on and check the option to edit the edit the wireframe cage to show the subdivision result.
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>>537334
Okay great, but what is the actual point of it if it's not the actual wireframe?
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>>537160
extrude sharp angles on curved surfaces without pinchings using topology

blue is sharp, red is curved smooth
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>>537454
That's one of the harder things to do in polymodeling and you'll never get a 100% clean- CAD-like result, but remember that non-quads are OK if they look OK.
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>>537457
they look NOT okay because they are NOT quads
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>>537444
to show the topology
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>>537459
But it's not the realistic wireframe
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>>537462
yeah it's not, its only there to show the topology
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I've been around this for a few weeks now. I like the result I achieve when rendering, but the topology looks a complete mess. Not only that, I'd love to know if there's a easier way to achieve that, since I'd use it on different surfaces with different crossing angles, sizes, etc
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>>537502
Mb you should just normal-map this?
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>>537457
>CAD-like result
CAD applications use T-Splines.
Why wouldn't Maya or Max use T-Splines, and if so why aren't people using them?
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>>537444
FWIW it is the actual wireframe. Until the subsurf is applied, you're just editing the lower poly model.
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>>537548
I assumed polymodeling was needed because the guy asked for topology. Of course you can get a much better result with spline/NURBS modeling.
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How do I make a shoe? It seems like such a common thing but fuck is it complex. Its not like other articles of clothing where I can just solidify parts of the body and maybe apply a cloth simulator for wrinkles.
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>>537547

I'd love to, but I use modeling exclusevely for 3d printing, so I need everything to be geometry :/
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>>537562
then sculpt it with a line brush
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>>537553
A shoe is complex? It's just a base with two planar halves that need to be bent at the top, front, and back
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>>537160
can somebody please explain why this area of the model still lookd very smooth , even if theres just one quad ?
pic related
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>>537644
Its subdivided, but is showing only the base mesh.
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>>537565
Care to explain just a bit further? I guess you mean that in Zbrush, which I'm trying to get into, but I'm far more used to Max
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>>537644
The surface is subdivided, but the wireframe is the basemesh version. Basically it's drawing every 2^nth edge loop with n being the number of subdivisions.
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>>537644
read the thread
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I've never been sure how to do non-human mouths.
Also, I need a better way of doing planet atmospheres, mine is kind of tediously hacking it for a poor result when I know there's better ways.
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>>537819
Do I need to spoonfeed you anymore or are you a big boy from here on out?

https://www.youtube.com/watch?v=6GLIbPKpgQ4
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How would you make the water vapor on a comet like this? Static, but with some volume.
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>>537849
which program?
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>>537850
I'd be happy to do it in Maya, Nuke, C4D, AE or Max. It's for a 200 fram animation.
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>>537851
use illuminated fog or lots and lots of alpha planes
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>>537852
Tried the alpha route with bad results but using fog never crossed my mind. I'll try it. Thank you!
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>>537855
np. keep in mind that you need lots and lots of alpha planes for it to look decent.
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>>537841
>videos
gee I sure want to have to set the video resolution to 720p to actually be able to read anything, then spend 5 minutes and a good chunk of my internet data searching for where he actually mentions a node related to what I need.
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>>537861
I'm sorry you live in a third world country/shithole retard. Didn't know people still had data caps in the current year. Guarantee there are plenty of written tutorials on Google, if only you weren't retarded.
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>>537863
There aren't, otherwise I wouldn't be asking.
Not for any kind of atmosphere more sophisticated than what I can currently do.
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>>537866
>>537819
Unless it's for a game, just do it in post. I did it recently by dilating and blurring the alpha and playing with a fresnel pass I rendered from Maya. Also, if you want it to look like the earth's atmosphere, you need to make it a lot tighter.
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>>537870
I would like to try do it "properly" though.
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>>537871
Well, by properly, I assume you'd have to do some kind of smoke simulation, or possibly do something with fog.
You can always duplicate your planet's mesh, scale it up by half a percent and apply a material with a fresnel/perpendicular falloff as opacity, but I can't see why you wouldn't want to do it in post.
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>>537872
I'm wanting to know how to do it as interaction with the planet's surface.
I could use point density, but I think that would end up making the atmosphere end too sharply.
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How do I make this a sheet metal part in Solidworks? pic related was made in Sketchup
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>>537874
thats a wierd ass shape
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>>537874
>>537876
wrong design
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>>537457
you better make that fucker at least tri's if quads dont count, any serious rendering engine will shit all over that fucking ngon
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>>538071
>just use tris m8
Tris give you pinching, 5-edge NGons will hang through a bit
how do you not know these basic things
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A thread i can post in ease. So i just started 3D modeling and trying to learn this shit, i'm slow-worker but fuck that's another thing.

So the model is this speaker. Model looks ok imo but i don't know how to texture this. I tried to UV with taking pictures of it but i used booleans so it is complex to UV it or i don't know how to do it properly.
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How do I make thick, slimy jelly (or semen) in Blender Cycles?
It just never seems to come out right.
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>>538173
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>>538171
You said you just started 3d modeling and really, it's not bad.
If you want to learn texturing you have to learn unwrapping the uv's first. As you go, you will learn that you have to keep your uv's in mind when you are modeling. You don't need to use boleans for this model, it will make the unwrapping process needlessly harder.
This model should consist of multiple elements. The big box which is the largest part of the speaker, the front panel, the 2 black cylinders, the volume button and the tone wheel. The headphone and microphone input can be textured, it's going to cost way too many polygons for something that small.

Now you can start unwrapping. It can be a long process depending on the complexity of the model. So understand that it doesn't matting if it's taking a long time, especially when you are just starting out.

Apply a checker material to your model so you can see if everything has the same resolution and where it stretches out. (They should all be squares and the same size.)

You can't use the picture you are using as a texture because it's stretched and has lighting information on it in the top left. It's not really how the texturing process goes anyway.

Start by unwrapping every element one by one.
Try to fit all the uv islands in there using as much space as you can. It doesn't even matter where you put them.

Once this is done you can start texturing in photoshop, substance painter or whatever you use. You are going to need multiple maps. I would start with the diffuse map, which are the base colors.
Later you can add a normal map, roughness, metallic, ambient occlusion, maybe even emissive for the led lights and so on. Try learning about all of these.

Once you did all of this you can also learn about baking, which should be done after unwrapping and before texturing. You can bake good looking shadows on a ambient occlusion map or maybe bake some nice detail from a high poly version of the model into a normal map.
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>>538185
Looks like ass.

>>538173
This is better. May not be completely right but it'll get out on the right track.
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>>538586
he said slime not rubber
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>>538627
He said slimey jelly. Which this is a step in the right direction for it but Cycle's shader system is trash.
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>>538634
It's fine. You just don't know what you're doing.

Using water as your base, you would want to then have your material appear to be a translucent milky whitish towards the center while being slightly more clear near the edges. It could probably be done with ss or absorbtion.
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>>538635
>You just don't know what you're doing.
Except I do know what I'm doing. Tell me that this doesn't like like a glass of delicious sperm. I dare you.
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>>538667
looks like really dense wax to me
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>>537328
now i see that mine topology sucks
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>>538678
>main cylinder is 24-sided
>tiny interior chambers are also 24-sided
come on, man.
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>>537328
>Use an 18 side cylinder with 6 cylinders inside it
i thought cylinders usually come with an ngon on top.
how did you get to the point of subdividing something that cannot avoid triangles
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>>538682
use a grid to fill the center?
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>>538671
What about now?
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>>538690
Getting there, still too dark with too hard a surface though.
The problem is that the more volume scatter is involved, the darker it will be, because presumably around half of the light that enters a volume scattering will not come back.

Of course, there is always anisotropy...
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>>538691
>The problem is that the more volume scatter is involved, the darker it will be, because presumably around half of the light that enters a volume scattering will not come back.
You mean attenuation?

And what does anisotropy do?
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>>538692
Not exactly, if attenuation means light passing through.
I mean more that light which enters a scattering volume is unlikely to come back out the same side.

However, anistropy changes the odds of light coming back out the same side when it comes to scattering.
Negative anistropy values makes scattered light more likely to come back towards the light source, positive makes it less likely.

Pic related has cubes of anistropy -0.5, 0, and 0.5 respectively.
As you can see, the one with -0.5 anistropy is lighter.

However, this is with the light on the front of them.
When the light is on the backside, the one with 0.5 anistropy is lighter.
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>>538691
In that case, the engine has to support multiscattering for SSS.
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>>538718
wake me up when cycles is good
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>>538722
Why would I do that when you can just use superior Yafaray?
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>>538735
Because no one has any idea what the fuck you're talking about.
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Easy copout edition.
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>>538736
You mean just you.

Yafaray is another renderer.
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>>537874
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>>538737
Sorry senpai, you got good lighting going on for the most part, but that liquid is bad. Maybe you need to increase the fluid simulation's subdivision. The liquid should be transparent, as in I can see the edge of the glass behind the liquid. Instead of glossy, add a glass material and set the IOR to .333
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>>538761
You mean 1.333
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>>538762
yea, that's what I meant
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how to design this spring in solidworks.
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>>539024
well, in Creo I make those using 2 helic sweeps and a protrusion along curve. Try those
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>>538546
Thank you man, really useful info.
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Been breaking my head over this one
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I have been trying to make a mask and finished it but now i have 2 mask one thats too thin to print and one thats too thick to wear.I can't find a middle ground
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>>539500
this is what they look like
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>>539502
post a few more pics, with wire frame.
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>>539345
I had to make one of these once. I made it as if it were flat piece of metal with a raised disc in the middle, in that flower shape. Then deformed it around the edge. Followed that up with some minor sculpting to define the shape.
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>>539345
I made flower using this technique in Blender:
1. Add a 3d box primitive.
2. Cut in half or quarters.
3. Add the mirror modifier to form a cube again.
3. Add a subdivision surface modifier to cube. Make sure the modifier is stacked in the right order, so the mesh remains whole.
4. Carefully move around the vertices to form the shape you want. Proportional editing might be of use.
5. Apply the modifiers in the right order.
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>>539345
I would probably just sculpt it and retopo it.
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>>537160
How do I create that nice curve to the gas mask? Around the nose for example
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I need to squish/transform the highlighted material to about half its highth. I cant resize the entire tubular object.

How do I achieve this anon's

>yes yes, my usb cable is broken to phone so I took a pic.
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Need to make cobblestone streets. I realize that I could probably just do it with PBR smart materials in substance, but I feel like it needs to be modeled. Preferably tileable.

I'm guessing zBrush would be the way to go about this?
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>>540078
You can use any sculpting program for something as simple as cobblestones.
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>>539955
I don't understand completely what you want to do. Maybe if you can give more pictures and instead of "height" use x,y or z direction.
- why don't you go back and change sketches/features?
- cut Part apart and Scale it ? or considering you already have 34 bodies, Combine bodies together in one body, which you can Scale

As far as i understand you are trying to squish a section of ellipse. The problem is that squished section can not be tangent to original not-squished section of ellipse. So if you do that you will have visible "break" on the surface. It will not look like one continuous surface/face.
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>>539769
Did you not read the previous comments?
It's subdivided/smoothed. In the poly mesh there is no curves, just well placed quads and polys.

>>539955
What you are trying to do doesn't sound possible, unless you are talking about the thickness of the shell?

I recommended to make features that are dependant on other features that you are likely to change so that you can go back and make changes without breaking everything.
You probably haven't done that so the fastest way will probably be to rebuild most of it instead of trying to patching things back togheter once you've made the adjustments.
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>>539024
I youtubed mine how to make it

Make a circle with the diameter you want and go to features and click on the spiral tool.

It will create a spiral you can change lenghs and distances you place with values and click ok

Then make a circle at the end of the sprial and click swept boss base on features to create a physical model with the spiral path.

Click ok and your done.



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