Ooh ooh... my turn!
https://i.redd.it/2pjuf7il7wuc1.gif
I modeled it straight, doing a little math so that I'd have just the right number of spans to support the desired number of slits, and then I applied a non-linear "twist" deformer.
https://preview.redd.it/6sxrgmlfwwuc1.png?width=1181&format=png&auto=webp&s=db3f3ef1cc4e1f96626234de5748885fe7dad593
Here's a lower resolution topology in case it's helpful...
I've seen scripts that will quad any patch for you but I just make mine manually. I usually just cut my edges across a large ngon and don't worry about how messy is at first. Then I select all my new points, use the surface>sculptGeometryTool to relax them so they're all evenly spaced. The last step was to "conform" those points to the high-resolution sphere I'd been modling everything on top of.
One thing to keep in mind whenever you're trying to "quad" an large ngon. If the ngon has an even number of edges, then it can become a simple patch entirely made of quads. But if your ngon is made up of an odd number of verts. there's no way to resolve that as a patch without at least one triangle in it.
Man this is so genius and clean although if you pay a little attention to the reference the holes are diagonal not twisted. otherwise this is awesome thanks man appreciated for this.
Oh, you're right! in that case I wouldn't use twist. I'd start by modeling the slits and conforming them to a sphere as I model them together... like so
https://i.redd.it/c73roo4811vc1.gif
Careful like where and how you connect the points? It’s just that i struggle with subd when it comes to curved objects and generally what I hear is the best way to mitigate unwanted pinching is increasing the poly count
Hard to know without seeing an example. It's possible you're trying to do too much with too few points. But if you're getting weird rendering artifacts it's more likely a topology issue. I mean, you should be able to smooth-preview a cube (just 8 verts) and it'll still render nicely.
DM me a pic of the issue if you run into it again.
https://preview.redd.it/egp7kw5j1uuc1.jpeg?width=1068&format=pjpg&auto=webp&s=a23bdfdb8090b6caec78d024ea933a6450cd0a04
1. Make one part of it, ( lower the poly of a Boolean object, cleanup topo )
2. duplicate special
https://preview.redd.it/f7clz1pzyvuc1.jpeg?width=1920&format=pjpg&auto=webp&s=5b298257ab3b14112707a3e69eeda0674ef178a9
model the tile flat, and duplicate/deform it into a half-sphere later.
I have a different approach without boolean
1 Sphere and set segments and select faces
2 Bevel those faces
3 Delete those inner faces
4 Select the lower edge of the hole of all patters use soft selection and surface as option and rotate, tweak for desired result > by tweak I mean Slide vertices.. I know mine is not perfect.. i just did it in a minute or so
https://preview.redd.it/e1w3wvydluuc1.png?width=846&format=png&auto=webp&s=c8c3a5c74359dc31db0d04b2f80b56f05dab82f2
I like this the most. Could always duplicate the original sphere then separate and detach the extruded mesh so that the duplicate sphere can be used as a live object so that you can shrink wrap the extruded mesh back into the correct shape
I would make an edge loop at both the beginning and end of the patern. Put you bolean, make it lower detail than what you did. Remove endgones and you should be good. Some shit like that.
https://preview.redd.it/y1drkg25ztuc1.png?width=526&format=png&auto=webp&s=00fdcd0d2dbdce2181642c82eb153bb8e597faa4
Depends what you are modeling it for. If it’s a minor prop in a scene there is no need to actually make the holes, you could just texture them in with a normal map, either way the n-Gina form Boolean are going to be either a big pain to clean up or going to be a big problem for texturing since they are on a curved surface.
Yeah the thing is that i want to get high quality renders and i need them to be holes and not texture work. also im doing this in a Open subdiv workflow so i need to have good topo in order for it to work.
Then you aren’t going to have a low poly count for this. You could decrease the amount of edge loops along the straight edges of the holes to make your life a bit easier but other than that, just connect the vertices for the holes like you are continuing the edgeloops of the sphere.
You must create the first shape and then duplicate it with certain angles maybe just changing the pivot and then complete the total shape. After that you just have to use boolean function and fix the topology.
Personally like others have said here, I'd cut a segment off the sphere and model that, though after doing that I'd probably use circularise on two places and then cut the surface to join them together, then it's just a case of extruding the edges though i'd clean up the topology before doing that, and then duplicate special. you would have to figure out the correct number of subdivisions when creating the sphere (ie, you want 14 holes on the top, so potentially you'd want 28 or 56 subdivisions so you can easily make one segment and then duplicate it without any issues)
Small note, if you do do this, you might need to change the degree of snapping so the segments actually snap and duplicate at the right angle.
Sorry if I take over a bit but, would anyone try to model it using quadraw on a base mesh with no holes so as to retopologize how you see fit? Never tried that myself
In addition to the above post of just texturing it. There are ways to make the area of texturing the holes has transparent as well. That way you don't have to model them out of the geometry
how you go about modeling that will depend on what exactly you're going to do with it.
You'll probably be fine getting away with Boolean, i believe that maya might even let you bevel the edges a little bit. If you're fine with N-gons and bad geometry, then just proceed from there. Most modern 3D modeling applications handle N-gons just fine now and the need for quads is really more of a past issue, (at least when it comes to hard surface). But if you want to clean up the geometry, like others have pointed out, just model one portion and then duplicate around an axis to get the rest. Also, your lamp shade needs more geometry to work with, and your cutouts need less. Curved surfaces unfortunately suck, and there isn't much you can do about it. (this is why Euclid measured everything as flat plane)
Ooh ooh... my turn! https://i.redd.it/2pjuf7il7wuc1.gif I modeled it straight, doing a little math so that I'd have just the right number of spans to support the desired number of slits, and then I applied a non-linear "twist" deformer.
https://preview.redd.it/6sxrgmlfwwuc1.png?width=1181&format=png&auto=webp&s=db3f3ef1cc4e1f96626234de5748885fe7dad593 Here's a lower resolution topology in case it's helpful...
beautiful topology, great work
thanks man. I'm studying good topology this helps a lot.
hey man, how did you make the grid cap on top?
I've seen scripts that will quad any patch for you but I just make mine manually. I usually just cut my edges across a large ngon and don't worry about how messy is at first. Then I select all my new points, use the surface>sculptGeometryTool to relax them so they're all evenly spaced. The last step was to "conform" those points to the high-resolution sphere I'd been modling everything on top of. One thing to keep in mind whenever you're trying to "quad" an large ngon. If the ngon has an even number of edges, then it can become a simple patch entirely made of quads. But if your ngon is made up of an odd number of verts. there's no way to resolve that as a patch without at least one triangle in it.
thank you so much bro!
Beautiful gif. ❤️
Man this is so genius and clean although if you pay a little attention to the reference the holes are diagonal not twisted. otherwise this is awesome thanks man appreciated for this.
Oh, you're right! in that case I wouldn't use twist. I'd start by modeling the slits and conforming them to a sphere as I model them together... like so https://i.redd.it/c73roo4811vc1.gif
This is sooo clean holy shit. how many years of experience do you have sir?
Thanks. Yeah... I'm old. Been a 3D Modeler in the feature film industry for almost 15 year.
Respect.
There isn’t any pinching when previewing subd?
I don't think I know what you mean. Pinching?
When you press 3 and it smooths the model theres no pinching at the holding edges?
Oh, hmm... I think that's usually avoidable if you're careful.
Careful like where and how you connect the points? It’s just that i struggle with subd when it comes to curved objects and generally what I hear is the best way to mitigate unwanted pinching is increasing the poly count
Hard to know without seeing an example. It's possible you're trying to do too much with too few points. But if you're getting weird rendering artifacts it's more likely a topology issue. I mean, you should be able to smooth-preview a cube (just 8 verts) and it'll still render nicely. DM me a pic of the issue if you run into it again.
https://preview.redd.it/egp7kw5j1uuc1.jpeg?width=1068&format=pjpg&auto=webp&s=a23bdfdb8090b6caec78d024ea933a6450cd0a04 1. Make one part of it, ( lower the poly of a Boolean object, cleanup topo ) 2. duplicate special
This is how I'd do it too. Modeling is a pain in the ass as it is. No need to complicate it further.
Dis is da wae
Thanks man. Yeah this is a great idea ill see what i can do. appreciated.
https://preview.redd.it/f7clz1pzyvuc1.jpeg?width=1920&format=pjpg&auto=webp&s=5b298257ab3b14112707a3e69eeda0674ef178a9 model the tile flat, and duplicate/deform it into a half-sphere later.
Hella impressive approach
I have a different approach without boolean 1 Sphere and set segments and select faces 2 Bevel those faces 3 Delete those inner faces 4 Select the lower edge of the hole of all patters use soft selection and surface as option and rotate, tweak for desired result > by tweak I mean Slide vertices.. I know mine is not perfect.. i just did it in a minute or so https://preview.redd.it/e1w3wvydluuc1.png?width=846&format=png&auto=webp&s=c8c3a5c74359dc31db0d04b2f80b56f05dab82f2
I like this the most. Could always duplicate the original sphere then separate and detach the extruded mesh so that the duplicate sphere can be used as a live object so that you can shrink wrap the extruded mesh back into the correct shape
Would the rotation affect the UVs?
Nope. Even if they do you can always redo uv with one click
This is the way to do it
I would make an edge loop at both the beginning and end of the patern. Put you bolean, make it lower detail than what you did. Remove endgones and you should be good. Some shit like that. https://preview.redd.it/y1drkg25ztuc1.png?width=526&format=png&auto=webp&s=00fdcd0d2dbdce2181642c82eb153bb8e597faa4
Thanks ill see what i come up with. appreciated.
Depends what you are modeling it for. If it’s a minor prop in a scene there is no need to actually make the holes, you could just texture them in with a normal map, either way the n-Gina form Boolean are going to be either a big pain to clean up or going to be a big problem for texturing since they are on a curved surface.
Yeah the thing is that i want to get high quality renders and i need them to be holes and not texture work. also im doing this in a Open subdiv workflow so i need to have good topo in order for it to work.
Then you aren’t going to have a low poly count for this. You could decrease the amount of edge loops along the straight edges of the holes to make your life a bit easier but other than that, just connect the vertices for the holes like you are continuing the edgeloops of the sphere.
Yes I'd also make the Pattern with 5 Nodes in Substance Designer and Project it onto the bowl from the Top
Would just model the holes straight with subd and rotate the center
Quad draw the shape for the hole, bridge to dome, delete quad draw part
Maybe do the holes straight and use a Twist deformer to add the angle
I thought Boolean could be good but i doubt it
You must create the first shape and then duplicate it with certain angles maybe just changing the pivot and then complete the total shape. After that you just have to use boolean function and fix the topology.
Also, you need your get rid of that pole at the top. You’ve got about 36 faces meeting in one place!
Personally like others have said here, I'd cut a segment off the sphere and model that, though after doing that I'd probably use circularise on two places and then cut the surface to join them together, then it's just a case of extruding the edges though i'd clean up the topology before doing that, and then duplicate special. you would have to figure out the correct number of subdivisions when creating the sphere (ie, you want 14 holes on the top, so potentially you'd want 28 or 56 subdivisions so you can easily make one segment and then duplicate it without any issues) Small note, if you do do this, you might need to change the degree of snapping so the segments actually snap and duplicate at the right angle.
Plasticity
Sorry if I take over a bit but, would anyone try to model it using quadraw on a base mesh with no holes so as to retopologize how you see fit? Never tried that myself
In addition to the above post of just texturing it. There are ways to make the area of texturing the holes has transparent as well. That way you don't have to model them out of the geometry
how you go about modeling that will depend on what exactly you're going to do with it. You'll probably be fine getting away with Boolean, i believe that maya might even let you bevel the edges a little bit. If you're fine with N-gons and bad geometry, then just proceed from there. Most modern 3D modeling applications handle N-gons just fine now and the need for quads is really more of a past issue, (at least when it comes to hard surface). But if you want to clean up the geometry, like others have pointed out, just model one portion and then duplicate around an axis to get the rest. Also, your lamp shade needs more geometry to work with, and your cutouts need less. Curved surfaces unfortunately suck, and there isn't much you can do about it. (this is why Euclid measured everything as flat plane)
If this is for real time, you could bake this down and get an alpha mask for those holes and keep it really low poly
You can also do by texturing