Critical Mass :: 3D Action Puzzle Game

Don't Like Ad's?
Click Here


Forum Index - Modeling - Need tips on modeling detailed mesh

There are 7 replies to this topic ShareIt! Text-To-Speech





-fredriku
Junior Member
fredriku

2 years ago
I'm currently working on making a sort of replica 3d-model of my wrist watch, for practice. Thing is there are alot of detail that I need to add to the different meshes, engravings, numbers etc, and when I use ProBooleans (tried normal Booleans before that and it was a nightmare) the mesh gets extremely complex and the resluting mesh doesn't look that nice and clean that i want it to be, even though it doesn't show on the renderings I'd like to keep the polys, and the render time, down. So I guess I'm gonna remodel the entire thing now and I need some advice on how to do it "right".

Here is a high resolution render of my first go at this

[Link to www.astud.chalmers.se]

It's not going to be rendered that up close in the end, since it's a wristwatch with bracelet and everything, but it bugs me that the smoothness seems to have disappeared along the way and I can't get it back, it's probably due to the way my mesh turned out

[Link to www.astud.chalmers.se]

The lines in the steel ring were made by hand and to that point I had fairly good control of the mesh. It was when I needed to add the engraved numbers I found no other way than to boolean them. One other way might be making a bumpmap but I want another Mat ID on the engravings to make them look more realistic, and I don't think that is possible when working with bumpmaps?

Also note how the boolean operation messed up the base of the watch, I mean it's a fairly simple shape and yet it turns out that complex, It makes me feel like I'm on the wrong trail here.

Any comments appreciated.





+Jamie
Admin
Jamie

2 years ago
I am quite shocked that pro booleans has done this to your model, Did you apply it after you had turbo smoothed your mesh?

This is how I would approach this model. Firstly I see no need to booleans at all. You have 3 circles that are then going to be pluged with another mesh, there is no need for this just make your pieces and lay then over the top of the base. As for the date all you need to you is select a few faces and extrude them to achieve that cavity.

I know that most architectural work is done using booleans however there are many other modeling techniques that you may not be familiar with. If you need clarification please let me know and I will record a video to show you what I mean.
Please support us and post a [Link to www.digitalartsfront.com] on your website.


-fredriku
Junior Member
fredriku

2 years ago
Well..the three smaller plates are meant to be a bit below the big one with a chrome metal ring going round on the side as the picture shows, I'm intending to make this effect more clearly, similar to that of the date, but with metal edges, so I can't put small cylinders on top of the big one, if that's what you mean?

When I'm making booleans, say the numbers for instance, I get this singled out lines that runs from them, this prevents me from doing any more work on the mesh if i intend do convert it to an editable poly again, say I want to chamfer the edges of the volyme i booleaned out, it would produce some really weird results, that's why i checked the box "make quadrilaterals" in the advance options of ProBooleans to get a complete mesh again, and it turns out like this, no turbosmooth.

-Altopais
Member
Altopais

2 years ago
i would advise you to avoid boolean and proboolean as they both tend to add not needed geometry, proboolean is rather good for simple extractions, and boolean is no good at all, takes more time to clean the mess it makes than to make the extraction your self manually.
For proboolean,lets say you want to cut a tube into you plane, try using a cut tool to cut a box around the area where your boolean will be, that way you can minimize the errors that proboolean makes.
Also consider using a displace map for some details. There's some free or demo versions of programs that creates displace maps from simple texture, also i thing there's a photoshop plugin for doing that.

From your screen shoot, i can see that your model has huge amount of not needed geometry, probably caused by boolean operations and turbosmooth / meshsmooth, it would be great if you can clean that by removing edges (holding CTRL or ALT i'm not sure, while removing an edge, removes not needed vertecies) Although it would be faster if you remodel it.

As you mentioned those singled lines that run from your boolean, there needs to be only one line connecting the boolean with the model on the same polygon, if you remove that edge all hell's gonna brake loose haha, just kidding, what i want to say is that your edges that are made with a boolean operation needs to be connected with rest of the model, they can't just stand in space with no connection to the rest of the model, actually they can, but the result is not pretty.

The secret of creativity is knowing how to hide your sources.
-Albert Einstein

+Steve Martin
Moderator
Steve Martin

2 years ago
You should be able to remove that single edge with the backspace key.
[Link to www.3dprevis.com]

-Altopais
Member
Altopais

2 years ago
actually you can't remove it, you can only delete the edge and by doing so you delete the corresponding polygon.
The secret of creativity is knowing how to hide your sources.
-Albert Einstein

-fredriku
Junior Member
fredriku

2 years ago
I've tried for a few hours now to make it work in some way, modeling from extruded shapes, making booleans etc but I end up with the same crappy mesh that gives off weird reflections due to one vertex holding maybe 20 edges in very acute angles. So I'm dropping it. It's not what I wanted but I need to progress on this model, I made extruded numbers instead.. frown.gif

+Steve Martin
Moderator
Steve Martin

2 years ago
Yes, your're right - it all comes flooding back now. I think in the past I've had some success cutting more edges into the mesh, but this may not always be appropriate. It depends on what sort of shape you're cutting out.
[Link to www.3dprevis.com]

Top

Critical Mass :: 3D Action Puzzle Game

Don't Like Ad's?
Click Here