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I've been trying for more than a month to model the outside

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Thread replies: 29
Thread images: 11

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I've been trying for more than a month to model the outside of an arcade controller, but I always have difficulties, especially with the holes, even seeing several videos I can't do something that seems right. Initially I wanted to create something different than any arcade controller already done, but I failed, so I decided to copy a Razer Atrox and I failed as well. Can you guys show me how to apply topology on this case? No bullying please, I've suffered enough trying to do this shit.
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>>563599
http://lmgtfy.com/?q=topology+circle+boolion
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>>563599
if you need holes on a flat surface like that, place 8 sided cylinders in the places you want. then connect then with topology tools. i use quad draw in maya
>ezpz
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>>563600
please dont try to tell people to use n-gons. you will never be taken seriously with n-gons
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>>563602
Flat surfaces, my dude
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>>563603
you will get fired and shunned if you can even ever get a job, dosnt matter if its flat or not. you never use n-gons
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>>563604
your just wrong, its a flat surface with no animation. the only bit that matters are all quards
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>>563605
because displacements and shit never matter
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>>563607
And why would you need to sprinkle fucking displacements on such a surface when a normalmap/parallax can replicate the height details just fine?
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>>563600
Oh really?
My God, I'm so stupid, I can not believe I just had to search google to solve my problems. Thank you!
>>563601
I'm using 3DS Max, this is definitely not ezpz for me, but your image has brought me a bit of light, I'm going to redo everything from scratch here, wish me luck.
I believe the problem here is that I'm trying to do this with as few polygons as possible, it seems like I have to put quads everywhere.
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>>563607
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>>563611
use the cut tool and the relax modifier. start super low poly, 4 faces per hole and then subdivided later, this helps not get shit tagoligy
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I did not even get to the holes yet and that already looked like shit.
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>>563618
The guy who modeled this can not be human
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>>563618
That's not low poly dumbass.
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>>563623
My head hurts, I do not know if I'm that dumb or ...
I've been trying to figure this out for a long time guys, this is frustrating.
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Check out tutorials from Arrimus3D on YT, I'm fairly sure he explains this shit somewhere. I probably learned it from some Digital Tutors courses and Grant Warwick... Oh, right - check this out:

https://vimeo.com/10941211

I skipped through it and arrived right to about 25:00 where he makes some similar holes on a flat surface. You can find more of his in-depth hard surface modelling course on YT.
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>>563631
Also, I learned this for the first time here:

https://www.digitaltutors.com/learningpath/105-Quick-Start-to-Modeling-in-3ds-Max

In the third lesson where he makes a machete, see the thumbnail.
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>>563631
I already sent Arrimus3D an email asking him to model this in a video so I can understand.
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>>563599
This kind of stuff is pretty easy once you get the hang of it, it's basically hard surface 101.

>>563634
This is probably too simple a problem for his channel. If you want to speed things up a bit in Max check out the loop regularizer script: http://www.scriptspot.com/3ds-max/scripts/loop-regularizer
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>>563604
You're the most dense person on this board. You were taught wrong from the Youtube tutorials friend, as flat surfaces with ngons is perfectly acceptable for the highpoly as long as it doesn't create errors. We do it all the time with poly pushing as it saves time.

Don't be retarded, it's the end product that matters. Especially since 3DS uses stacks and people usually build their lowpolys first before creating the high.
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>>563638
How did you make the curve on the bottom? Currently this is being my biggest doubt, it seems impossible to make that curve and still make the chamfer to the corners
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I can not believe that this cross-over edge is something "basic", that's insane
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>>563641
Well, I used one of my MadCatz TE sticks as reference, and they dont have a curve down there.

I might do a quick model of that part of the Atrox if i have some time later on.
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>>563645
Thanks anon
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>>563649
here you go, this is the part you were having trouble with, right? I just did the general shape,s ot he actual measurements are way off, but it should be enough to get the point across.
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I made this in like 2 min with inventor

If you have Inventor or Solidworks you can make an arcade box way faster than with other software plus it can have accurate dimensions. Idk about topology but it works well enough for 3d printing.
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>>563651
I finally made it !!! I owe you a beer. It's good to know that there are good people here. Many thanks to all who tried to help me.
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>>563652
You can export out and remesh and you will have good topology. Inventor and Moi are my favorite programs.
Thread posts: 29
Thread images: 11


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