How do I model hardsurface stuff like this with smooth booleans everywhere ?Also techno3d thread
>>545229>booleansyou mean actual modeling?the shapes are roughly modeled and smoothed out afterwardsgid gud
zbrush with alphas
Look up workflows for Modo or Zbrush.Don't listen to niggers like >>545233, he's probably been trying to polymodel cutouts to the same model since 2010.
>>545229check out scott warwick and arrimus. you may not be using max but they both do a good job explaining hard surface techniques.
>>545261you mean Grant Warwick?>>545244>not knowing poly-modeling, the post
>>545271hah yeah, my bad.
>>545271Saying you *have* to poly model this kind of hard surface stuff is plain stupid, especially when there exist workflows that are not only just as valid for 95% of cases, but tens of times faster. Yes, knowing how to poly model might help you fix some of the stuff that occasionally doesn't work with booleans, but it's by no means the only way to do it. I mean, the OP literally asked for booleans, so you're not doing him any favors going "hurr durr do it by hand".
NURBS modeling. Look into Rhino.
>>545229check ot these guyshttps://www.youtube.com/watch?v=g9rZ_jSl6Okhttps://www.youtube.com/watch?v=DyYrxPI94bQhttps://www.youtube.com/watch?v=NnxpsOvistE
1. https://www.youtube.com/watch?v=kjzfhbW2hNY2. https://www.youtube.com/watch?v=RBPBRtZwNPY
>>545233Holy shit, I didn't know Vitaly box modelled and smoothed everything by hand. I assumed since he used softimage, he had some boolean tools that help him to smooth his cutout models.He's gotta have the dedication and patience of a monk.
>>545505Something that helps is that I've seen him not do sub-d modeling and just manually bevel everything not caring about where n-gons are either. That way he doesn't have to deal with pinched edges and such.
>>545513>>545505I have the Vitaly kitbash packs if anyone wants me to post screengrabs of the topology. Let me know the parts you want to examine. Will check back on thread in couple days.Predictable Spoilers: It's not as clean and tidy as you'd think.
>>545515Yeah it would be great if you can post insets and holes on bent and irregular surfaces. I feel like thats the most difficult thing to model without making the whole thing look wobbly. Also do you have any of his modelling tutorials other than the 2 DVD sets he got ?
>>545515drop em
>>545515anything ?
>>545229if you use blender hard ops is a pretty great place to jump off into it. https://gumroad.com/l/hardops
>>545229for most of the kits, vitaly used autocad. He only recently started making sub-d acceptable models, and its easily recognisable by drop of detail on them.
>>545679I guess autocad doesn't cause massive errors in the mesh when you use booleans
>>545229>Smooth booleans on a flat surfaceNigger what?It's piss easy.
>>546217how :O
>>545229If you work with maya you can try crease+
>>546220Topology doesn't really matter on flat surface when subdividing (which results in all quads anyway), so getting a smooth result is incredibly easy. The real difficulty lies in adding detail to curved surfaces, where triangles and n-gons will usually be visible as pinches or creases,
>>545229I'm currently going through, Vaughan Ling tutorials.You should look at them and Tor Frick tutorials.Tor Frick is probably the best artist alive today for hard surface modelling. He is one of the fastest for getting out props.
>>546236>Tor Frick kitbashingKEKEKEKEK
>>545679how do you know they are autocad models?
>>546232Yeah everyone knows that. the real deal is to make a smooth form have these hundreds of tiny details without pinching and leaving artifacts. Even Vitaly Bulgarov is limited to use details that only fit the topological flow of his models so they look ok, which is evident from his kitbash models like pic related
Big to small . Subtool main sections, organize, make subsections then subtool those subsections. .
>>546246I want to see shit like that but models of real things, like aircraft and ships.It's always some sci-fi stuff with very simple geometry and detailing.
where are you
>>546272>completely arbitrary requirements for each tier
>>546272>high autism>kitbashing, a meme used by lazy """nu"""artists to avoid polymodeling
>>546272Did you just change the word skill to autism ?and no, kitbashing is not a skill...
>>546272Jesus what kind of shit is this? I do this for a living and I've never written a shader but I've made a lot of HDRs.
>>546272What are IMMs?
>>546303insert multi mesh "brushes" that you could insert and scale as if they were primitive objectshere's a big thread about free oneshttp://www.zbrushcentral.com/showthread.php?170167-Insert-Multi-Mesh-Repositoryhowever i couldn't download this one that i really wantedhttp://www.badking.com.au/site/shop/organic-custom-brushes/splash-brush-set/
>>546272Bullshit listI do one of the disciplines in each category but not the others.
>>546307>>546299>>546288you probably misunderstood the list..first off its a joke. secondly its supposed to demonstrate things you can do without but your """""" forces you to do em
>>546246this is why subd modeling always seemed so counterintuitive to me. the designer would want to focus on the shape of the object not playing topology tetris at the same time.Which is why most cad modeling is done differently.Zbrush managed to overcome this limitation with millions of polys for organic models and the hard surface tools look promising but are still in diapers. Honestly the most intuitive modeling I've seen is stuff like the vitaly models that are not subd and not caring about topology because it wont be subdivided.
>>546565>subd modeling always seemed so counterintuitive to meIt's a tech limit, not strictly by choice.
>>545517>>545539>>545590>>545505well not him but i found some of his kits. the links on uploadcloud seem to work fine but they need a premium accounthttp://www.gfxtram.com/3d-models-files-addons/3ds-max/759376-3d-model-ultraborg-subd-robo-guts-pack.htmlhttp://www.gfxtram.com/3d-models-files-addons/3ds-max/758569-3d-model-ultraborg-subd-piston-caps-pack.htmlhttp://www.gfxtram.com/3d-models-files-addons/3ds-max/761614-3d-model-ultraborg-subd-wires-and-cables-pack.htmlhttp://www.gfxtram.com/3d-models-files-addons/773470-ultraborg-subd-collection-by-vitaly-bulgarov.htmli wouldn't even want use them i just want to take a look at them
>>546889also he has this one for free on his sitehttp://static1.squarespace.com/static/51293ad1e4b0df88da7037dc/51fd86dbe4b047245d61792f/53d80354e4b0240b1ae3ba0f/1406665556618/FreeTrialPart.zip?oid=5871b2ab20099e63d344aa72
can someone post an image that defines the word topology?sincerely, thank you.anon.
>>546907topology is a meme. Kitbashing is hot right now. Look up tor frick
>>546907
>>546907https://www.youtube.com/watch?v=VudCtEtNXbI
>>546889thats pretty cool. didn't know you could do these with box modelling
>>546908tor frick's modeling is garbage, it's full of n-gons which means it can never be used for games
>>549545is there something preventing you from triangulating them?
>>549547admit it, you don't know anything about 3d, do you?
>>549548basically. so is there something preventing you from triangulating them?
>>549545>tor frick models for games.>tor frick models cant be used for gamesnice logic there retard
>>549545Game engines work with triangles only, so why does it matter if the base mesh which is gonna get triangulated is made of ngons or quads ? Quads only give you more predictable triangles and that is solved my manually triangulating ngons before export.
>>549545Wolfenstein The New Order is full of his models, but i guess i must have dreamed it since his models can never be used for games.Oh, wait i have a better explanation: You are a fucking idiot.
>>549617the game from what i heard was utter shit
>>549617I really doubt these are Vitaly's
>>549618you gotta listen to people with better taste
>>549545>it's full of n-gons which means it can never be used for games
>>549620Tor Frick not Vitaly Bulgarov>>549618Best FPS of the last 5 years, IMHO.
>>549547>>549558>>549570>>549617>>549644thanks for the replies boys