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How do I model hardsurface stuff like this with smooth booleans

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Thread replies: 61
Thread images: 9

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How do I model hardsurface stuff like this with smooth booleans everywhere ?

Also techno3d thread
>>
>>545229
>booleans
you mean actual modeling?
the shapes are roughly modeled and smoothed out afterwards
gid gud
>>
zbrush with alphas
>>
Look up workflows for Modo or Zbrush.

Don't listen to niggers like >>545233, he's probably been trying to polymodel cutouts to the same model since 2010.
>>
>>545229
check out scott warwick and arrimus. you may not be using max but they both do a good job explaining hard surface techniques.
>>
>>545261
you mean Grant Warwick?

>>545244
>not knowing poly-modeling, the post
>>
>>545271
hah yeah, my bad.
>>
>>545271
Saying you *have* to poly model this kind of hard surface stuff is plain stupid, especially when there exist workflows that are not only just as valid for 95% of cases, but tens of times faster. Yes, knowing how to poly model might help you fix some of the stuff that occasionally doesn't work with booleans, but it's by no means the only way to do it.

I mean, the OP literally asked for booleans, so you're not doing him any favors going "hurr durr do it by hand".
>>
NURBS modeling. Look into Rhino.
>>
>>545229
check ot these guys
https://www.youtube.com/watch?v=g9rZ_jSl6Ok
https://www.youtube.com/watch?v=DyYrxPI94bQ
https://www.youtube.com/watch?v=NnxpsOvistE
>>
1. https://www.youtube.com/watch?v=kjzfhbW2hNY

2. https://www.youtube.com/watch?v=RBPBRtZwNPY
>>
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>>545233
Holy shit, I didn't know Vitaly box modelled and smoothed everything by hand. I assumed since he used softimage, he had some boolean tools that help him to smooth his cutout models.

He's gotta have the dedication and patience of a monk.
>>
>>545505
Something that helps is that I've seen him not do sub-d modeling and just manually bevel everything not caring about where n-gons are either. That way he doesn't have to deal with pinched edges and such.
>>
>>545513
>>545505

I have the Vitaly kitbash packs if anyone wants me to post screengrabs of the topology. Let me know the parts you want to examine.
Will check back on thread in couple days.

Predictable Spoilers: It's not as clean and tidy as you'd think.
>>
>>545515
Yeah it would be great if you can post insets and holes on bent and irregular surfaces. I feel like thats the most difficult thing to model without making the whole thing look wobbly.
Also do you have any of his modelling tutorials other than the 2 DVD sets he got ?
>>
>>545515
drop em
>>
>>545515
anything ?
>>
>>545229
if you use blender hard ops is a pretty great place to jump off into it.
https://gumroad.com/l/hardops
>>
>>545229
for most of the kits, vitaly used autocad. He only recently started making sub-d acceptable models, and its easily recognisable by drop of detail on them.
>>
>>545679
I guess autocad doesn't cause massive errors in the mesh when you use booleans
>>
>>545229
>Smooth booleans on a flat surface

Nigger what?

It's piss easy.
>>
>>546217
how :O
>>
>>545229
If you work with maya you can try crease+
>>
>>546220
Topology doesn't really matter on flat surface when subdividing (which results in all quads anyway), so getting a smooth result is incredibly easy. The real difficulty lies in adding detail to curved surfaces, where triangles and n-gons will usually be visible as pinches or creases,
>>
>>545229

I'm currently going through, Vaughan Ling tutorials.

You should look at them and Tor Frick tutorials.

Tor Frick is probably the best artist alive today for hard surface modelling. He is one of the fastest for getting out props.
>>
>>546236
>Tor Frick kitbashing
KEKEKEKEK
>>
>>545679

how do you know they are autocad models?
>>
>>546232
Yeah everyone knows that. the real deal is to make a smooth form have these hundreds of tiny details without pinching and leaving artifacts. Even Vitaly Bulgarov is limited to use details that only fit the topological flow of his models so they look ok, which is evident from his kitbash models like pic related
>>
Big to small . Subtool main sections, organize, make subsections then subtool those subsections. .
>>
>>546246
I want to see shit like that but models of real things, like aircraft and ships.

It's always some sci-fi stuff with very simple geometry and detailing.
>>
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where are you
>>
>>546272
>completely arbitrary requirements for each tier
>>
>>546272
>high autism
>kitbashing, a meme used by lazy """nu"""artists to avoid polymodeling
>>
>>546272
Did you just change the word skill to autism ?
and no, kitbashing is not a skill...
>>
>>546272
Jesus what kind of shit is this? I do this for a living and I've never written a shader but I've made a lot of HDRs.
>>
>>546272
What are IMMs?
>>
>>546303
insert multi mesh "brushes" that you could insert and scale as if they were primitive objects

here's a big thread about free ones
http://www.zbrushcentral.com/showthread.php?170167-Insert-Multi-Mesh-Repository

however i couldn't download this one that i really wanted
http://www.badking.com.au/site/shop/organic-custom-brushes/splash-brush-set/
>>
>>546272
Bullshit list
I do one of the disciplines in each category but not the others.
>>
>>546307
>>546299
>>546288
you probably misunderstood the list..
first off its a joke. secondly its supposed to demonstrate things you can do without but your """""" forces you to do em
>>
>>546246
this is why subd modeling always seemed so counterintuitive to me. the designer would want to focus on the shape of the object not playing topology tetris at the same time.
Which is why most cad modeling is done differently.

Zbrush managed to overcome this limitation with millions of polys for organic models and the hard surface tools look promising but are still in diapers. Honestly the most intuitive modeling I've seen is stuff like the vitaly models that are not subd and not caring about topology because it wont be subdivided.
>>
>>546565
>subd modeling always seemed so counterintuitive to me
It's a tech limit, not strictly by choice.
>>
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>>545517
>>545539
>>545590
>>545505
well not him but i found some of his kits. the links on uploadcloud seem to work fine but they need a premium account

http://www.gfxtram.com/3d-models-files-addons/3ds-max/759376-3d-model-ultraborg-subd-robo-guts-pack.html

http://www.gfxtram.com/3d-models-files-addons/3ds-max/758569-3d-model-ultraborg-subd-piston-caps-pack.html

http://www.gfxtram.com/3d-models-files-addons/3ds-max/761614-3d-model-ultraborg-subd-wires-and-cables-pack.html

http://www.gfxtram.com/3d-models-files-addons/773470-ultraborg-subd-collection-by-vitaly-bulgarov.html

i wouldn't even want use them i just want to take a look at them
>>
>>546889
also he has this one for free on his site

http://static1.squarespace.com/static/51293ad1e4b0df88da7037dc/51fd86dbe4b047245d61792f/53d80354e4b0240b1ae3ba0f/1406665556618/FreeTrialPart.zip?oid=5871b2ab20099e63d344aa72
>>
can someone post an image that defines the word topology?

sincerely, thank you.

anon.
>>
>>546907
topology is a meme. Kitbashing is hot right now. Look up tor frick
>>
>>546907
>>
>>546907
https://www.youtube.com/watch?v=VudCtEtNXbI
>>
>>546889
thats pretty cool. didn't know you could do these with box modelling
>>
>>546908
tor frick's modeling is garbage, it's full of n-gons which means it can never be used for games
>>
>>549545
is there something preventing you from triangulating them?
>>
>>549547
admit it, you don't know anything about 3d, do you?
>>
>>549548
basically. so is there something preventing you from triangulating them?
>>
>>549545
>tor frick models for games.
>tor frick models cant be used for games

nice logic there retard
>>
>>549545
Game engines work with triangles only, so why does it matter if the base mesh which is gonna get triangulated is made of ngons or quads ? Quads only give you more predictable triangles and that is solved my manually triangulating ngons before export.
>>
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>>549545
Wolfenstein The New Order is full of his models, but i guess i must have dreamed it since his models can never be used for games.
Oh, wait i have a better explanation: You are a fucking idiot.
>>
>>549617
the game from what i heard was utter shit
>>
>>549617
I really doubt these are Vitaly's
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>>549618
you gotta listen to people with better taste
>>
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>>549545
>it's full of n-gons which means it can never be used for games
>>
>>549620
Tor Frick not Vitaly Bulgarov
>>549618
Best FPS of the last 5 years, IMHO.
>>
>>549547
>>549558
>>549570
>>549617
>>549644
thanks for the replies boys
Thread posts: 61
Thread images: 9


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