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/3/ - 3DCG


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434440 No.434440[DELETED]  [Reply] [Original]

Hi /3/

I have this problem with hard surface modelling. I have a shape and certain edges need to be hard but when I add support edges I make stuff that needs to stay soft hard as well . Any Ideas /3/?

Thanks in advance!

>> No.434452

stop using maya

>> No.434458 [DELETED] 

>>434452
ayy lmao

>> No.434460

>>434440
dont listen to those loosers, Select all the edges you want to be hard. then goto (on the polygon tab) normals>harden edge. if you want it soft same process but with the soften edte. inverted normals ? use set to face.

>> No.434472
File: 222 KB, 1452x1080, 1407034255840.jpg [View same] [iqdb] [saucenao] [google]
434472

>>434440

>> No.434473
File: 202 KB, 1452x1080, opneedstofixtopology.jpg [View same] [iqdb] [saucenao] [google]
434473

>>434440
You're probably gonna get some pinching up top but you'll fix that str8 up m8 i r8 8/8

>> No.434476

>>434440
Not sure if maya has it, but if it was make you could clean get rid of the chamfers and use smoothing groups.would make the sharp edges very sharp.

>> No.434477

>>434476
Yeah I thought the same, smoothing groups would be the simplest way imo

>> No.434484

>>434477

lol. every program has it now. even blender.

>> No.434493

>>434476
Maya doesn't have smoothing groups, you can maake edges soft or hard, or set a specific angle.

>> No.434495

>>434493
You know nothing about Maya then. Smoothing Groups are simply called something different in Maya, they're called "crease sets". Look it up. It's even interactive, allowing you to drag you middle-mouse button to tighten or soften an edge.

>> No.434497

OP the reason it gets weird is that you're trying to model an impossible shape.
Thre result you want just cannot exist in 3D or reality.

Don't you believe me? Try and build it with clay.
It will be immediately clear.

>> No.434498

>>434472
This is the easiest way imo, though missed a few lines, but its a good fix

>> No.434508
File: 239 KB, 1547x728, thnx.jpg [View same] [iqdb] [saucenao] [google]
434508

>>434472
OP here, I've done it your way and it worked for me, there is only a little bit of pinching but shouldn't be a problem. Thank you!

>> No.434512
File: 177 KB, 1526x485, Untitled-1.png [View same] [iqdb] [saucenao] [google]
434512

Don't know about Maya, but there's a nice useful tool called set flow that helps with proper edge spacing. But I'm sure Maya has a similar tool.

>> No.434526

>>434512
But that is not the same shape OP was modeling. OP wanted the missing section to be straight, not curved.

Yes Maya has Edit Edge Flow which guesses curvature and places loops accordingly.

>> No.434528

>>434526
>not the same shape OP was modeling
irrelevant
its two loops away from op's shape

>> No.434529

>>434528
pls go.

>> No.434576

>>434528

>irrelevant

think like that and you're not going to get very far with 3D

>> No.434626

>>434529
>>434576

The fuck is wrong with you people? He's right.

It's the exact same thing as >>434508 but with better topology,no triangles and a couple additional horisontal loops in the middle.

>> No.434636

>>434526
>>434576
Stop being so fucking autistic. For the sake of the control edges it's exactly the same. That section is not even relevant in terms of the area OP wants to fix.

>> No.434676

>>434576
think like what?

>> No.434681

>>434460
>loosers

>> No.434707
File: 39 KB, 601x465, sharpegdes.png [View same] [iqdb] [saucenao] [google]
434707

could this thread be over explaining such a simple problem any harder?
You can literally select edges and assign them to be hard or soft, or you could set the angle for making edges hard. It's all in the menu called "Normals"

>> No.434783

>>434707
You are fucking retarded.

>> No.434802

Does anyone have that nice tutorial about quad topology with examples and all?

>> No.434838

>>434802
Sticky.

>> No.434878

>>434783
then apparently a retard can get exactly the results the op waned.

>> No.434927

Yeah, use crease sets.

>> No.434946

>>434497
u wot m8?

>> No.434960

>>434946
It's true. It can't be round and straight at the same time.
If OP wanted the missing section to be curved, like
>>434512
then it would be a realistic shape, but OP wants the missing section to be straight, like
>>434508
So it obviously makes pinches and artifacts

>> No.434962

>>434960
It's a dome with a Box removed from it. In what way is that an impossible shape? It can be accomplished by making the specified edge normals hard. he only reason you'd need extra geometry is if you are going to use a mesh smooth. Even then, in maya you can just crease the edges to prevent them from being averaged.

>> No.434965

>>434962
If you remove a box from a dome, the resulting profile is going to be curved. Not straight. It's not hard to understand.

>> No.434990
File: 231 KB, 1920x1080, son of bitch.jpg [View same] [iqdb] [saucenao] [google]
434990

Hi /3/
I'm someone that's not OP

I was wondering why every time i design a face and use a side/front reference the front of the face always ends up looking bigger than it's supposed to?

>> No.434992

>>434990
sheeeeit nvm i just figured it out.
the front reference image was too far up looool.

>> No.434993

>>434990
what the FUCK are you doing with that?

>> No.434994

>>434993
wha chu mean?

>> No.434996

>>434960
> 3d software's rendering which results in pinches and artifacts because of dictate whether a 3d object is possible in 3 dimensional space
this is how stupid you sound
>>434965
>If you remove a box from a dome, the resulting profile is going to be curved. Not straight. It's not hard to understand.

If you remove a "box" from a dome, it's not a fucking dome any more. It wasn't a dome to begin with
god this thread is retarded

>> No.435006

>>434996
I'm sorry your spatial intelligence is handicapped. The way you express yourself also reveals severe personality flaws. It's bad to be you.

>> No.435024

>>434993
well i'm obviously going to make a model of a white trash biznatch

>> No.435044
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435044

>>434508
Part of the problem is that you're trying to cut complex shapes into super-low poly objects and then smooth them. When making more complicated mechanical parts, you can't be afraid to work at a higher poly-count.
Here is how you'd do it properly.

>> No.435081
File: 187 KB, 1599x864, idiot.png [View same] [iqdb] [saucenao] [google]
435081

>>434965
You're right, it isn't.

>>434996
nobody said it's still a dome once you boolean a box from it. Of course it changes aafter the operation. If you think it isn't a dome shape, you have a very closed mind.

< Oh look, a a box booleaned with a dome shape, similar, if not higher poly than the OPs.

Yes, this thread is retarded.

>> No.435094

>>435081
Press "3" to smooth that mesh and look at how trash the edges will be.

>> No.435100

>>435094
>what is bevel?

>> No.435105

>>435100
>what is still looks like trash because the rest of your surface is still low poly
>what is bevel won't work correctly when youre edge-flow has been fucked over by that boolean operation

>>435044 did it right.

>> No.435111

>>435044
I am erect.

>> No.435119

>>435081
>this angle is irrelevant
No it's not, imbecil. I've been talking about that all the time.
That can't be flat. If it's flat, the shape wasn't a dome.
Can you guys stop being retarded now and try and understand some basic geometry?
Just quite 3D already

>> No.435121

>>435119
>just quite
>quite
Jolly well.

>> No.435134

>>435044
this wins the thread.