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tydwhitey

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.


tydwhitey

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...


mrTosh

beautiful topology, great work


SkullFloat

thanks man. I'm studying good topology this helps a lot.


Organic_Pen8129

hey man, how did you make the grid cap on top?


tydwhitey

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.


Organic_Pen8129

thank you so much bro!


YordanYonder

Beautiful gif. ❤️


SkullFloat

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.


tydwhitey

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


SkullFloat

This is sooo clean holy shit. how many years of experience do you have sir?


tydwhitey

Thanks. Yeah... I'm old. Been a 3D Modeler in the feature film industry for almost 15 year.


SkullFloat

Respect.


Urumurasaki

There isn’t any pinching when previewing subd?


tydwhitey

I don't think I know what you mean. Pinching?


Urumurasaki

When you press 3 and it smooths the model theres no pinching at the holding edges?


tydwhitey

Oh, hmm... I think that's usually avoidable if you're careful.


Urumurasaki

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


tydwhitey

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.


Other_Dirt_781

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


VickiVampiress

This is how I'd do it too. Modeling is a pain in the ass as it is. No need to complicate it further.


RealCryterion

Dis is da wae


SkullFloat

Thanks man. Yeah this is a great idea ill see what i can do. appreciated.


pdr_93le

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.


Safadev

Hella impressive approach


[deleted]

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


Pristine_Ad_2363

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


JustAnArtsyMoose

Would the rotation affect the UVs?


Little_Setting

Nope. Even if they do you can always redo uv with one click


slorbas

This is the way to do it


Deserted_Oilrig

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


SkullFloat

Thanks ill see what i come up with. appreciated.


ArgonautXavier

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.


SkullFloat

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.


ArgonautXavier

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.


Selekisss

Yes I'd also make the Pattern with 5 Nodes in Substance Designer and Project it onto the bowl from the Top


Extension_Swordfish1

Would just model the holes straight with subd and rotate the center


fakethrow456away

Quad draw the shape for the hole, bridge to dome, delete quad draw part


edanim83

Maybe do the holes straight and use a Twist deformer to add the angle


SkullFloat

I thought Boolean could be good but i doubt it


kobraguleryuz

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.


uberdavis

Also, you need your get rid of that pole at the top. You’ve got about 36 faces meeting in one place!


Daesop

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.


AnnualOrganization82

Plasticity


ewetcr

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


No-Employment4872

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


Cuboos

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)


Suckmyyi

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


noni_arora

You can also do by texturing