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File: 235 KB, 1080x810, grip.jpg [View same] [iqdb] [saucenao] [google]
381609 No.381609[DELETED]  [Reply] [Original]

What would be the easiest/most effecient way to model this screwdriver grip in Maya?

Relatively new and I'm still learning the ropes of this program. Wanted to try and model this screwdriver of mine but the smaller details and indentations are screwing with me.

I've mainly just followed the maya tutorials in the books/PDFs, so actually going out and trying to make something for myself for the first time feels a bit jarring.

>> No.381610

Zbrush with radial symmetry set to 16

>> No.381611

>>381610

I meant with Maya.

I'll keep that in mind though with Zbrush. I've been meaning to try and learn that too.

>> No.381618
File: 10 KB, 238x212, 1379568072196.jpg [View same] [iqdb] [saucenao] [google]
381618

>>381610
>muh sculptris 2.0

>> No.381631

>>381611
Just create a cylinder with the amount of radial divisions you need, then extrude with "Keep Faces Together" unchecked in your Edit Mesh menu. The rest you should be able to figure out on your own.

Or you can start that way, but only do one of the faces and delete the rest, then just make sure the pivot point is still in the center, and use Duplicate Special to make it make a bunch of duplicates, rotated at the right amount. And duplicate the new ring upwards. Combine and merge verts.

>> No.381655
File: 101 KB, 1107x693, problem.jpg [View same] [iqdb] [saucenao] [google]
381655

>>381631

Thanks. I've run into a bit of a problem though.

Wanted the grip pieces to be spread apart, so I inserted some edge loops to help section them off. However, when I go to extrude, strange things like this start happening, and I start getting extra sections in places that aren't even selected.

I only have the faces I wanted to extrude selected—even went through and selected each section I wanted one by one, just in case—so what exactly causes this? .

>> No.381661
File: 515 KB, 1050x1526, sculptris34.jpg [View same] [iqdb] [saucenao] [google]
381661

>>381618
>sculptris 2.0

What do you mean?

>> No.381662

>>381661
its a meaningless ad hominem like when /sp/ calls kobe bryant "robert horry jr"

>> No.381665
File: 88 KB, 807x973, Screen Shot 2013-09-19 at 6.19.58 PM.png [View same] [iqdb] [saucenao] [google]
381665

>make cylinder
>5 subdiv height
>20 subdiv axis
>select everything except the caps
>edit mesh->uncheck keep faces together->extrude
>play with the extrusions(don't exagerate to smooth it manually)
>select object in object mode
>normals->soften edge

>> No.381690
File: 330 KB, 972x1468, wip.jpg [View same] [iqdb] [saucenao] [google]
381690

What I've got so far. It's far from perfect but hey, it's my first.

Quick question, how should I go about getting a hexagonal shape for the top end of the front half while keeping the bottom round? Just more tweaking with vertices?

>> No.381694

>>381690
bretty gud dragon dildo you got there

>> No.381697
File: 542 KB, 1355x777, Screen Shot 2013-09-19 at 8.37.13 PM.png [View same] [iqdb] [saucenao] [google]
381697

>>381690
IMO you shouldn't be afraid to make models that are made from different objects combined.

It would make things much easier and for little stuff like this which don't even need correct topology!

>> No.381735
File: 89 KB, 983x693, more progress.jpg [View same] [iqdb] [saucenao] [google]
381735

A little more progress.

Tried to model the screw head holder but realized I have no fucking clue what to do when it comes to carving holes through the tops of cylinders.

I can hardly find any tutorials for that either, though maybe I'm just not searching hard enough..

>> No.381745

>>381735
Extrude the top of the cylinder... reduce the offset, extrude again and pull the face inward. Bevel edges afterwards.

>> No.381752

>>381735

your cylinder is not round - use a higher poly cylinder to start off before you make the extrusions so you don't have to add loops

this way you get natural, curved supporting geometry