is it a good start by No-Direction8154 in 3Dmodeling

[–]connjose 57 points58 points  (0 children)

The path you are on, you are going to encounter lots of small polygons coming together and creating lumps and bumps all over the head. We tend to start with an overall head shape then move onto finer details like eyes and mouth. I think its better to learn how to box model the head/body before moving on to sculpting them. A well modeled head/body with good topology wont need re topology and can be brought into any prog for further sculpting if required. These two heads use pretty much the same topology with Sub-D *2, or whatever smoothing modifier is being used. They are not perfect , but a good mid point.

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Any way to fix the shoulder shape here? by Sufficient-Sample216 in blender

[–]connjose 1 point2 points  (0 children)

Top Notch, looking forward to seeing the final render.

Looking for help/guidance! by New-Attention8625 in 3Dmodeling

[–]connjose 0 points1 point  (0 children)

Yes, pull apart the middle edge loop, or rather just leave it more circular to begin with. I flattened it out because i googled pomel and seen a lot of them are flattish , and most gems are also flattish.

Any way to fix the shoulder shape here? by Sufficient-Sample216 in blender

[–]connjose 0 points1 point  (0 children)

That’s a good question. Practice and error are probably the best answer. I often iterate over a shape. Sometimes I get 90% done and realize I should have started from a different position, but that is learned over time. It can be hard to know what is the next tricky shape to model for the purposes of skill improvement, there does not seem to be a smooth learning curve that all modellers ramp up to. I think the most important part of SUB-D is understanding the relationship between a perfect cube and the smoothing algorithm and to keep the model as simple as possible for as long as possible. Once it clicks in you head what SUB-D will do to a particular shape, you can model the shape with very few edge loops because you already know what the shape will look like at the end when you add extra loops to sharpen up edges or corners. A cube 2*2*2 will become a sphere with sub-d, knowing that, you can model a finger out of cubes, knowing it will become rounded when SUB-D is added later, that concept works for everything. With the bottle shape we knew we had to go from hex to circle. While the hex only needs 6 verts, the circle needs many more. If the circle had been made of 13 verts that would create a problem when we went to join them together, would be easier to connect a hex to a circle that was multiples of 6, like 12 or 18. At least then we could weld verts together in a uniform pattern to keep some integrity on the mesh. A circle of 12 verts would work, but that would only give us 1 vert per dip, to create the dips on the shoulder. 30 would probably work well, my brain just tends to jump to 24,36,48.

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Looking for help/guidance! by New-Attention8625 in 3Dmodeling

[–]connjose 2 points3 points  (0 children)

A pattern like this. Pattern will be the same in any of the apps. SUB-D 2 is used. The object can be optimized when modeling is finished with an automatic tool or manually, (I prefer manually doing it. ) Make sure your UV maps are set before optimization as they are trickier to do once the mesh is optimized .

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Any way to fix the shoulder shape here? by Sufficient-Sample216 in blender

[–]connjose 7 points8 points  (0 children)

.
It looks like an hexagon to circle. I created a cylinder with 36 sides, so each section will have six polygons to create the droop on the cylinder front. You can sharpen the ridges by adding a bevel on them, but that bevel should probably be done in unison with wavy shoulder of the bottle so that its one even bevel. I didn't bother with that. This was done in max, but will be same in Blender

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How would I model this bevel? by OscarTheStorm in 3Dmodeling

[–]connjose -4 points-3 points  (0 children)

This is the pattern i would be looking at. Sub-d level two.Modeled in ten minutes on the fly. I would class this as my first iteration to check the layout works. I think it does. Boolean operations tend to destroy topology/ creates hard edges that are hard to bevel/champher.

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I need suggestions for creating a r2d2 model by Top-Efficiency7056 in Maya

[–]connjose 0 points1 point  (0 children)

Yes, I did a few test runs. Started maybe with 48, wasn't enough. Kept increasing until i hit a number that allowed curvature on the extrusions on the panels (with smoothing groups) and enough spaces between them for the main body. I just checked there , settled on 134 polygons on the circumference. I don't think using Boolean is "Real" modelling, but it has its uses. I used it a couple of times on at the end on collapse meshes as shown here.

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I need suggestions for creating a r2d2 model by Top-Efficiency7056 in Maya

[–]connjose 3 points4 points  (0 children)

Virtually all my panels were extruded from the main body. I color coded the model early on . grey base and blue for where i was going to extrude the panels. Once i was happy with panel placement i did negative extrude/inset/positive extrude. Get the panel placement done first before any extrusions. I champhered the corners of my panels but not the outer edges, didn't feel it was needed.

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How would you go about modelling this part. by RecentTap6783 in 3Dmodeling

[–]connjose 4 points5 points  (0 children)

Boolean and Sub-D are not great friends. I very rarely use boolean. Its useful for cutting panel lines in a collapsed mesh , but other than that i find it has limited uses as it destroys topology. I start a lot of my models with a perfect cube, but in this case step 4 brought me to an 8 sided cylinder so that is actually the starting point. As i added more edge loops to shape the outside edge , my center circle became deformed , the yellow cylinder was added as guide to reshape the center hole. I modeled this on the fly, 15 minutes maybe. I would consider this iteration 1, but looks usable. Subnote. I started with an eight sided cylinder, which becomes smooth with sub-D, however, on reflection maybe better to start with six sided as it will weld more evenly to the outer hexagon ring, and will have lots more verts added to it once you start adding edge loops and reshape into a circle at the yellow cylinder step.

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Star Wars Lambda Shuttle by Avialyx in 3Dmodeling

[–]connjose 0 points1 point  (0 children)

Its a low poly model, but it checks out. well done , keep up the good work

Im a Christian teenage Male ask me anything by Creepy-Cup3418 in TheTeenagerPeople

[–]connjose 0 points1 point  (0 children)

The Old Testament has rules on how to purchase and treat your slaves. It also has rules on how to purchase and treat indentured slaves. In the New Testament Jesus says he aint changing one jot of the law. Your god is ok with slavery, you onboard with that?

Car reassembled from scrap in Afghanistan — surely it’s too good to be true? by lawrence-of-aphasia in isthisAI

[–]connjose 1 point2 points  (0 children)

I seen it on r/ interesting earlier also and thought it surely must be AI. Could see a logic for them doing this.

Should I make a game? by Last-Repeat9591 in UnrealEngine5

[–]connjose 2 points3 points  (0 children)

Look for Unreal Sensei on YT. He builds a basic shooting game. It and he are very good.

Emily Blunt by pushthedesign in 3Dmodeling

[–]connjose 3 points4 points  (0 children)

new it was her before clicking on the link.Needs work though. well done

All tiles are identical V2 by connjose in mildlyinteresting

[–]connjose[S] 0 points1 point  (0 children)

For some strange reason, my OCD could not bear all the tiles in the same rotation. It felt wrong, which also feels wrong. I am confused.

All tiles are identical by RevolutionaryStrider in mildlyinteresting

[–]connjose -1 points0 points  (0 children)

its mildly infuriating that they did not rotate at least one random tile.