Dem Shape - How would you solve this?


#1

Sorry for repost. I tried to delete this one but don’t know how.

Hey guys,

Please have a look at the screenshot, I am trying to add some details to a cylinder. But when I smooth the model, it does not look right.

(I am using Maya 2015).

Any suggestions please?


#2

The problem is that it’s creating an n-gon where you chamfered those corners, so you need to add in supporting edge loops to clean up the topology and make sure you have either quads or tris.

Easiest way is select all the edges running around the cylinder where the n-gon is, use the Connect tool to run a loop through all of them, and then just cut in the additional segment from n-gon to new loop.


#3

I would also increase the resolution of your base cylinder to begin with, details (especially that small) require more than chamfer and support loops.


#4

Thanks for the suggestions Psyk0 & Exbendable.

I tried a different approach:

  • Use a higher res cylinder.
  • Instead of using Bevel, I manually inserted some edges

I got the square shape I want, but the extra edge loops destroyed the cylinder (See red outlined area in attachment).

How can I fix the corner area to remain the square shape (Hard shape) while not using the cylinder round shape?

Please help. Thanks you guys.


#5

I’ve had that same issue before and the only solution from 3ds Max. If there’s a way to do the same thing in Maya maybe someone else can explain it.

You want to change the Move Along options to edge and scale the edges towards each other so they follow the shape of the cylinder. If there’s a Flow Connect option in Maya that’d also work. Then just cut the support edges and it’ll eliminate the vertical pinching


#6

I’ve been researching this problem online for a long time, here is what I found so far:

  • It looks like 3DS Max has a solution as Exbendable suggested, I watched the video and the guy literally only clicked one button to solve the issue. Unfortunately, I haven’t found such magic button in Maya.

  • I found another solution from a Blender Forum, I used the exact same method: move the extra edge loops away from the corner. But I did not get the same result as in Blender.

  • Having said that, I did another crazy try in Maya: I created a Cylinder with 64 Axis and Height divisions. And I got a perfect result. However, I do not see this as a perfect/practical solution (Correct me if I am wrong), I basically added 4 times polygons to achieve 1 detail, is this a practical solution for modeling? (I am still new and not sure).

If anyone out there knows a solution in Maya, please let us know.

Thank you.


#7

If you have 64 sided cylinder, add as many loops along its height (try to have a square mesh). Now go in there and add all the details you want, you’ll see that 1.it’s a lot easier 2.it won’t cause major artifacts 3.it’s faster.

It might not be the best solution for all topology but for cylinders, the more geometry you have the better, simply because a curved surface with a low cage definition will not be able to support details.


#8

Thanks Psyk0 for the explanation. I have a question in regards to the workflow:

Say I have a shape that I need to modify from a Cylinder, should I:

  1. Start with a 64 sided cylinder? Or

  2. Start with a low res cylinder, get the basic shape I want > Smooth it > Add details.


#9

It depends on the object you’re modeling since i haven’t seen it, but usually i prefer to start with fewer sides because it’s a lot faster to move stuff around.


#10

Got it. Thanks Psyk0 for your help.


#11

USE MORE GEO!

here i used a 32 sided which is the best to use imo. Not to much and not too less.

to maintain the roundness always have a topology like this:

Also note the minimal pinching and the softness


#12

Thanks shinygami :thumbsup:

Very nice screenshots. Simple and straight to the point.

I learned a lot from the screenshots. Thank you for your help.