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Digitool
09-30-2009, 04:55 PM
Sorry guys. I've been real busy and haven't had a chance to update some things here....

Sorry for the late start. Also, for those of you who recognize topics that you have suggested, could you go back and edit your post and make the items I've chosen to a red font color? It just helps when making future challenges.

So, without any further delay, here's the new topics:

Zippo Lighter
Car Headlight
Drum Set
PC Tower
Watch
Graphic tablet + pen
kick scooter


Thanks to all the topic suggestions! Please keep them coming, even if they're ridiculous!

Also, I am extremely impressed with the recent participation. Lots of people helping others and lots of people making things.

Lets go have some fun with this new challenge!

BallisticPeanut
10-01-2009, 09:43 AM
Hello!

This is my first time doing SMC, having lots of fun so far even though I'm just starting lol

Okay, so up to this point I have put in an hour and a half on one of the seven models in the list. Went for doing the Zippo lighter for the first one. I plan on putting in my 3 hours and then I'll be moving onto the PC tower.

http://img8.imageshack.us/img8/1271/zippo002.jpg (http://img8.imageshack.us/i/zippo002.jpg/)

http://img34.imageshack.us/img34/7285/zippo001.jpg (http://img34.imageshack.us/i/zippo001.jpg/)

http://img8.imageshack.us/img8/4792/ziippo003.jpg (http://img8.imageshack.us/i/ziippo003.jpg/)

Let me know what you think!

rvr1982
10-01-2009, 01:52 PM
Thanks Digitool for this new SMC ^^

BallisticVegetable -> It's a very nice Zippo you have there ;)
Funny grids around it, may i ask you what software you use ?

Here's my graphic tablet. It took me 1h30 so far. Still no buttons, still no pen, but i'll add them later.

http://i300.photobucket.com/albums/nn20/jaimelaleffe/wireframe-1.jpg
http://i300.photobucket.com/albums/nn20/jaimelaleffe/master.jpg

Edit : +1h30 for buttons and pen.
http://i300.photobucket.com/albums/nn20/jaimelaleffe/pen_boutons.jpg
http://i300.photobucket.com/albums/nn20/jaimelaleffe/master3.jpg

Digitool
10-01-2009, 04:54 PM
Good posts guys!. Quick work too!

the mesh on the lighter does look kind of odd is that sub d's?

Wualforvalle
10-01-2009, 10:50 PM
well first model, wacom tablet, intuos 3, 12x 9 xD, well done in maya, with polys, and subd's
http://i543.photobucket.com/albums/gg462/wualforvalle/wacom_tablet_pen.jpg

ThreeDMacDaddy
10-02-2009, 12:04 AM
http://imagebin.org/66104
Took alittle less than 2 hours for Modeling + Rendering...

ThreeDMacDaddy
10-02-2009, 01:36 AM
Modeled and shaded in under 2 hours,
Let me know what you guys think!
http://img62.imageshack.us/img62/2317/render5.jpg
By threedmacdaddy (http://profile.imageshack.us/user/threedmacdaddy) at 2009-10-01

Software Used : Autodesk XSI 7.0

Cheers!

BallisticPeanut
10-02-2009, 02:47 AM
Thanks rvr1982! I used modo 401 and the funny grids are of course the standard grid (the black lines) and then the work plane which is a pretty sweet feature in modo. You can use it to create stuff at an angle by rotating it or aligning it to a polygon selection and you're on your way to making stuff exactly where it needs to be.

Digitool, this is indeed a sub-d model.

Anyway, here is the completed zippo. Not as awesome as ThreeDMacDaddy's but it was the best I could do. I had quite a few issues with getting the overall shape down and also the holes on it, could not figure out how to get them to curve so I just did bridging straight across. I think my proportions may be a tad off as well in some areas. Let me know what I can improve on with this one.

http://img41.imageshack.us/img41/8241/lighterfinished03.jpg (http://img41.imageshack.us/i/lighterfinished03.jpg/)

http://img198.imageshack.us/img198/3024/lighterfinished02.jpg (http://img198.imageshack.us/i/lighterfinished02.jpg/)

http://img42.imageshack.us/img42/8731/lighterfinished01.jpg (http://img42.imageshack.us/i/lighterfinished01.jpg/)


From here like I said it'll be onto the PC tower. Probably going to be just doing my own since it's right there and what better reference than a physical object, right?

nimbiot
10-02-2009, 03:23 AM
zippos look awesome!

renaud, on your tablet, is that nurbs? And it looks like used booleans for the button holes. How do you combine that with nurbs? I don't think lightwave has that capability.

Digitool
10-02-2009, 03:34 AM
I was modeling the headlight and didn't save and came back downstairs after getting my lunch and had a program error and it closed haha, man that sucks. But I think I'm going to do something a little easier right now. Plus I'm downloading the trial version of Houdini right now, I hope it's good, my friend said it's pretty intimidating. I'm going to also llook for the Modo trial because I know some people using it now and they say it's legit. I have used cinema 4d some time ago, I may download the learning edition of it again so I can add more programs to my resume.

Anyway. Good posts people, lookin real good Can't wait to get mine in there.

BallisticPeanut
10-02-2009, 04:49 AM
Oh man Digitool, that sucks! Sorry to do this but, PWNED lol

Houdini looks like a whole lot of fun. I am a bit intimidated but I am very much considering trying it out.

I wholeheartedly recommend giving modo a try! It's an incredible modeler, UV mapping tools are nuts, rendering is beautiful, and while the animation would be more confined to mechanical stuff, it's still pretty amazing what it has to offer. Unfortunately, it looks like Luxology still has yet to put up the trial copy but maybe you can find a 302 trial somewhere. I actually earned my copy of 401 :D Won it in a stapler modeling contest lol

But yeah, can't wait to see your work! And mine shall be up sometime tonight.

For now I'm looking through tutorials, doing some reading on better Sub-D modeling cause one issue I'm having is edge loop abuse lol I tend to overdo it because I want to tighten certain areas but then end up in situations where the wrong stuff gets tightened because they get caught in the edge loop crossfire lol

That's another thing also, if anyone has tips or resources, definitely bring them my way because aside from having something to do lol I am here to gain knowledge and experience!

Digitool
10-02-2009, 05:22 AM
I do a lot of vehicle modeling and some people are saing Modo is great. I managed to find a copy of the trial and am about to install it, I'll let you know what I think when I get a chance to mess with it.

VirusREdSox
10-02-2009, 05:35 AM
wow, i touhg it gonna be easy to model that zippo but I was wrong, I could found a good lowpoly solution for the holes of the metal part that contains the flame, maybe i should do it in NURBS. I started from a cube, the first thing was to make the shape later separate the cap from the base, the inside part I started from a duplicate of the base, all was made in polys, about 2 hours. The wick are 3 cilinders with deformers.
http://i422.photobucket.com/albums/pp309/virus_Redsox/lighter001.jpg


http://i422.photobucket.com/albums/pp309/virus_Redsox/lighter002.jpg

Digitool
10-02-2009, 08:09 AM
that is one crazy mesh!!!

lol, looks good though when you're not looking at the wires...

Oh, and Modo is awesome. I'm really enjoying its features... especially for vehicle modeling.

rvr1982
10-02-2009, 08:35 AM
zippos look awesome!

renaud, on your tablet, is that nurbs? And it looks like used booleans for the button holes. How do you combine that with nurbs? I don't think lightwave has that capability.

It's 100% nurbs.
Maya has the boolean tools for nurbs, even thou i did not used it in here.
I simply took the plane of the tablet, drew 5 cylinders for the holes, created a surface fillet between each cylinder and the plane, than trimmed the overlaping areas.

VirusREdSox -> creating round holes on a plane in polygons is hardcore ! When confronted with the same problem, I often leave the plane without holes, and add them on the transparency node in the texture... But your mod still looks cool ! I like the wick ^^

Wualforvalle
10-02-2009, 09:47 AM
creating round holes on a plane in polygons is hardcore !
would love to see an answer to that

personally i use sub-d's for those kind of situations, in the polygon mode, i would do a square divided by half (on both axis) scale the vertex from the half, to make it more roundish when sub dividing, and then selecting faces and extruding them down.

that just me, i think there has to be a better way... maybe, i dont know.

lustig
10-02-2009, 09:50 AM
I've also tried to model the zippo. I'm quite new to modelling, so it took quite long (~3h). It was done in blender.

Since this is the first thing I actually finished :blush:, I have put some materials on it.

http://img269.imageshack.us/img269/3227/zippopost.jpg
http://img269.imageshack.us/img269/3227/zippopos
http://img269.imageshack.us/img269/3227/zippopos

MSus
10-02-2009, 10:42 AM
Love the tablets and the zippos. I really like this weeks selection of things to model.

Here's my input, a simple hand watch. Total time about 30 minutes.

http://img17.imageshack.us/img17/2933/41482588.jpg (http://img17.imageshack.us/i/41482588.jpg/)



Regarding the holes in a plane with polygons. There's a good tutorial about it, it's from some dudes "pack of hard surface modelling tuts". They are for 3d Max, but the workflow can be transferred to other apps with ease. Sadly I can not find them :( (I think they are on this forum, sadly the search function doesn't work). If somebody remembers (or has them), please provide a link.


So how to make a hole in a cube?

You take a cube and a 8 sided cylinder. You place the cylinder in the middle of the cube, and you cut it out with the split polygon tool (press V to snap to vertex). Connect the edges and you are done.

The end result looks like this.

http://img4.imageshack.us/img4/4760/holeuw.jpg (http://img4.imageshack.us/i/holeuw.jpg/)


Then just duplicate the cube, and shape them the way you like.

hope it helps

rvr1982
10-02-2009, 12:25 PM
very nice watch Msus !

I've also read the tutorial you spoke about, but could not find it back. So I started to think about the problem, and found a more mathematical solution.
The face has to be perfectly square.
Just select the face, and divide it by whatever even number you whant, then do the math ^^

In this example, I divided the face by 8.

http://i300.photobucket.com/albums/nn20/jaimelaleffe/solution03.jpg

It might be a little long to calculate, but once it's done, I think it's even faster than the other method... I think i'll put a post-it with these values on my wall ^^

alkhobarspecial
10-02-2009, 01:27 PM
ballistic vegetable the only thing i am seeing with your zippo that is off is your piece that has holes connects across in front of the round flint piece, which i think there is a gap in reality. otherwise ibelieve your zippo would never catch fire... :(

great start on all these guys! man i need to find some time!!

Digitool
10-02-2009, 04:40 PM
rvr has a nice technique but couldn't you just combine it with one above? Place a cylinder and drag your uv's to the edge of the cylinder and it could save the math, but it may not be 100% exact.

Wualforvalle
10-02-2009, 05:20 PM
about the cylinder thing, can you might as well scale those vextex as soon you see them roundish?

rvr1982: as digitool said, yeah, your breaking you head off, if you want the hole to be more smooth well u might as well use sub d's.

or... now that i think about, you could do a macro, for that scaling u talked about. But as you are doing it right now (all those division), it would result a lot of geometry...
any way you never getting a perfect circle, and calculus teaches us that very perfectly. only by nurbs and maybe by sub d's

Wualforvalle
10-03-2009, 04:08 PM
:'( got a problem
is it possible to add more than ten edge loops using split edge tool equal multipler? if not how will i get them exactly the same size?

nimbiot
10-04-2009, 12:18 AM
Miha, love that watch, looks very clean and professional. I wish I had that in my portfolio ;)

MSus
10-04-2009, 01:21 PM
Miha, love that watch, looks very clean and professional. I wish I had that in my portfolio ;)

Thanx, I had quite the fun modelling it. Never thought it would be so simple (extrude tool for the win). :)

is it possible to add more than ten edge loops using split edge tool equal multipler? if not how will i get them exactly the same size?

I haven't found a good workflow for "adding more then 10 edges" yet, but my solution is to add another step in the divide process. For example, if I need 20 faces, I'll first divide the face in 2 (so you get 2 halves), and then add 9 edges in each half (so you get 20 faces). This doesn't work for odd numbers (well it works for some odd numbers), but if you stick to evens you should be fine.

It's not the best workflow, but it gets the job done (most of the time).


Welcome to the forums lustig! Pretty sweet zippo you got there!

nimbiot
10-05-2009, 12:44 AM
well, I'd like to share something that has been troubling me for a bit in case it should help others. When hard modeling, where there aren't going to be any deformations or animations, it's completely alright to use ngons (polys with more than 4 sides). It's quite effective when used right, and can greatly reduce the poly count. After reading this thread, and even trying to prove it wrong, I actually am encouraged to use them more often. I think not only will it create a simpler mesh, but speed up workflow.
http://forums.cgsociety.org/showthread.php?f=25&t=770678&page=2&pp=15&highlight=ngons

if you look at the person who proved the point, eldee, he does quite impressive work.

Digitool
10-05-2009, 05:46 AM
You're absolutely right.

Now here is where the argument is against NGONS...

Bad habits.

If you get in the habit of allowing NGONS to be in your model then when you model something for an animation or whatever you run a risk of just forgetting or letting some slip in. It can look sloppy and cause headaches later down the road.

Also, if you are submitting wireframe on a demo reel, it can look bad to a possible employer that you're not being as efficient as possible.

NGONS are fine for modeling here and definitely if you're not animating something NGONS are cool. For just a model and maybe a simple render, NGONS are fine and easy, but I personally think they should be avoided to keep from developing a bad habit.

Thats my view on NGONS.

Good point though.

SKeller
10-05-2009, 12:36 PM
I have one question regarding ngons, might help someone as well..

When i have an ngon and then smooth my object, it seens that the smooth operation turns everything into quads. I'd like to know if this is true or not; this seens to happen with me everytime i smooth something.


Msus: What a great watch! I second what ninbiot said.

Digitool
10-05-2009, 01:20 PM
I believe there is an option for making all quads... i think it may depend on the program though.

alkhobarspecial
10-05-2009, 02:53 PM
You're absolutely right.

Now here is where the argument is against NGONS...

Bad habits.

If you get in the habit of allowing NGONS to be in your model then when you model something for an animation or whatever you run a risk of just forgetting or letting some slip in. It can look sloppy and cause headaches later down the road.

Also, if you are submitting wireframe on a demo reel, it can look bad to a possible employer that you're not being as efficient as possible.

NGONS are fine for modeling here and definitely if you're not animating something NGONS are cool. For just a model and maybe a simple render, NGONS are fine and easy, but I personally think they should be avoided to keep from developing a bad habit.

Thats my view on NGONS.

Good point though.

as far as i have known the employers who will look at ngons badly are game developers, for the most part. when seeing a wireframe they would rather see on an object that the geometry is used efficiently.

especially when it comes to hard surface models where i have many times seen loops that have been continued around so as not to end in a tri/ngon and you end up with an edge on part of the model that is straight but has lots of intermediary vertices in the middle.

Digitool
10-05-2009, 10:33 PM
touche'.

So I guess we can say this. NGONS... they're bad; they're good. Use them. Don't use them. LOL.

Seriously though, for what we're doing, NGONS are fine. That is, if they're not causing problems on a face or causing bad renders.

nimbiot
10-05-2009, 10:36 PM
as far as i have known the employers who will look at ngons badly are game developers, for the most part. when seeing a wireframe they would rather see on an object that the geometry is used efficiently.

especially when it comes to hard surface models where i have many times seen loops that have been continued around so as not to end in a tri/ngon and you end up with an edge on part of the model that is straight but has lots of intermediary vertices in the middle.


hmmm, so do you mean to say employers rather see a dense mesh rather that ngons and a simpler mesh? I'm talking about the cases where in order to get the bends or curvatures desired, it would require many loops, densing the mesh up in the process, just to avoid ngons.


dammit, for this reason I wish I had a mentor, but it's a good thing some of you do have experiences to share.

maje3d
10-05-2009, 11:27 PM
hmmm, so do you mean to say employers rather see a dense mesh rather that ngons and a simpler mesh? I'm talking about the cases where in order to get the bends or curvatures desired, it would require many loops, densing the mesh up in the process, just to avoid ngons.


dammit, for this reason I wish I had a mentor, but it's a good thing some of you do have experiences to share.

I don't think employers are going to be that strict about use of ngons for hard surface models as long as you're not getting funky rendering errors.

I used to be of the mind of All Quads, All The Time. Then I noticed that it took a ridiculous amount of time to build things and my polygon count was far from efficient.

Don't get me wrong, I'm not saying use ngons and tris to your heart's content, because you need to know WHEN to use these, which, at least for me, takes a lot of experimentation which means A LOT of time.

Here's a snapshot of a Porsche 935 I had worked on last year showing the various wire frames and end result. Judge for yourself whether it's an example of good or poor modeling.

maje3d
10-05-2009, 11:29 PM
Here is the Smooth Preview without the wireframe.

Digitool
10-06-2009, 09:51 AM
thanks for posting those up for everyone. This has been quite a nice discussion, I really like how the community has picked up here in the speed modeling forum over the past few challenges. You guys have no idea what it was like a few months ago trying to get the ball rolling in here again, you have no idea.

nimbiot
10-07-2009, 12:05 AM
yeah, my original mind state was all quads all the time too. Believe it or not, I think it's going to take some effort to change my way of working. And I agree, it does take more time, and considerably higher poly counts to maintain all quads, so I don't know how it's more efficient.

However, I'm thinking it is good practice to keep things all quad most of the time. But I figure that while working on a project with a deadline, it is more efficient to give into ngons where needed.

Wualforvalle
10-07-2009, 04:22 PM
not to sure about that... but i would say, depending which proyects...

btw i got new hardware for my machine, xD decided to go for quad core, ill post as soon as i get maya rolling again.

Digitool
10-08-2009, 05:39 AM
I wish I would have gotten the quad 2.4 core instead of the dual 3.0 core....


but the dual was cheaper and I thought to myself "you won't notice that much" then after I bought it and seen my brothers quad core I was like "doh!"

Wualforvalle
10-08-2009, 06:26 AM
im trying to get the 3d case made -_- soo hard... trying to get it perfect...
anyway i wanted to know if there were any Scripts in maya one should have, or get...

dreadfear
10-08-2009, 06:39 AM
Why would you need a script?

Wualforvalle
10-08-2009, 05:21 PM
for modeling right now, idk, an extra tool maybe, i having a really hard time modelling a hexagon grid for the pc case

nimbiot
10-09-2009, 05:05 AM
here's my zippo, a little ashamed to say, it took me 20 hours! =o

Digitool
10-09-2009, 05:25 AM
20 hrs but you hit the nail on the head! good work!

nimbiot
10-09-2009, 04:26 PM
thanks tyler, much appreciated ^^

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