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Aguilillamondra
04-13-2008, 09:57 AM
Hey Folks!

I wanna model this silencer: http://www.shermansurvival.com/novedades03/ca/casilencer.jpg

And, as you can see, it has a lot of small rounded holes. And thatīs my problem. How could I model that.

I tried doing booleans, but it didnīt work the way I wanted. Hereīs an example of what I modelled. As you can see...itīs not clean at all.

http://www.badongo.com/es/pic/3363212

Just wanna know how to make those holes not using booleans.

Thanks a lot! ;)

Helli
04-14-2008, 02:49 PM
http://www.xsiforum.de/thread.php?threadid=3257

Take a look on the pictures in this thread, they will help you to achieve the result your searching for.

Aguilillamondra
04-14-2008, 02:53 PM
itīs a shame that is in german (it is german, isnīt it?), cause the text could be as helpfull as the pics are.

Thanks very much!
:bowdown: you rock!

Helli
04-14-2008, 02:54 PM
Yep it's german.

Elsdragon
04-26-2008, 02:10 AM
why not make a transparansy map for those holes?
i find that it does take a little bit of editing with the trans on the mat.
but the effect should turn out nicely.

scottsch
04-28-2008, 12:22 AM
What you have is not that bad at all, but the cylinder (the big, main object) probably needs at least twice as many edges to be smooth enough to handle a boolean. I'd try to model only a part of the cylinder with one hole, and rotate/duplicate it to create the full object, then merge it all. XSI does a really good job with booleans compared to a lot of other applications.

You can use the rounded edges bump node to get an edge highlight instead of beveling, which should save a lot of time.

Personally I don't really like the example posted that wraps a flat object around a cylinder and uses SubD for smoothing. SubD just never looks right on certain things, and on the posted example you can see the polygon surface cave-in slightly in the places farthest from the hole. There is no way to fit that.

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04-28-2008, 12:22 AM
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