Hard Surface Modeling Timelapse & Tutorial

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We will begin modeling few simple bolts and screw heads. This screw head, is made of a circular shape connected to the six flat facets. We start with a cylinder. Then add a number of segments using the connect tool, that should be enough for the circular shape in the center. We removed the edges in the center in order for the GeoPoly tool in the ribbon to function. Now, after we have the circle shape, we can delete all identical sides and use instancing with the array tool. We can also use symmetry to make it even easier to model the form. We need to weld the vertices before we subdivide the mesh. You can see now, that we only need to control few vertices to modify the whole shape. We are now close to the final form, but we just need to prepare it for smoothing. We can attach all sides now, and weld the vertices so when we subdivide, the circular top can keep its form. When we applied auto smoothing groups, you might have noticed that the circular top is now smooth, since it's now the same smoothing group as the polygons surrounding it. We can quickly correct this by assigning a different smoothing group. Now the circular top has a different smoothing group which can be used for subdivision. You can see how subdividing with smoothing groups on will keep the form intact. When subdividing without smoothing groups ticked, you get the standard smooth subdivision you'd normally expect. Adding the number of iterations with smoothing groups on, will add more edge loops and preserve the form. So that when you add another turbosmooth modifier, with smoothing groups off; You will see that you get the desired look. This method is usually called the double smooth technique. The number of iterations you have with smoothing groups on, will determine how sharp or soft your final mesh will be. Now let's try to disable subdiving with smoothing groups, and to experiment with the standard method of support loops. The standard technique is simply adding support loops manually to control the subdivision outcome. Adding Support loops is an absolutely essential skill, using smoothing groups is only a sort of trick to speed things up. But as you see here, we need more segments around the corners to make it sharper Adding them at this stage could deform the circular form and be a little harder to refine than using smoothing groups. Ok, back to using smoothing groups. Alternatively we can simply be flexible. And use a combination of smoothing groups and support loops. You can see here how freely we can add support loops or use smoothing groups. You should feel free to experiment with any modeling method. There are no set rules. We will start with another simple screw head. Hopefully demonstrating some different techniques. We will use symmetry multiple times to speed up the process. With symmetry you are not restricted to the X,Y or Z axis. Click on the symmetry modifier to pick the gizmo and then rotate it. Now we have a nice topology that we could use in 3D modeling the details later on. We collapsed the mesh and discarded the symmetry modifiers because it will be easier to extrude and modifiy the mesh as a whole Doing an insert will save the effort of adding a support loop Add few more support loops and it's done! This is the last bolt or screw head we will be doing, but there is a small point we wanted to show. Namely, that you should always try to separate meshes when you could. In similar fashion to what we will do with this mesh. Using Ctrl+PageUp or Ctrl+PageDown will grow or shrink your selection. Hit Shift+E to extrude Making good use of the fact that I have a natural seam in my mesh, I could create a new object instead of trying to make one continuous object. Notice that we were very careful in choosing the number of segments from the cylinder we created. Using "Shift" when scaling, moving or rotating will extrude your edges. Similar to the GeoPoly tool in the ribbon which operates on polygons The curvature circle tools inside loop tools can make circular edges. Here we again used the double smooth method, adding two turbosmooth modifiers, one with smoothing groups on and the other off. Swiftloop tool, has many useful features. After you've created your edge loop, hitting "Ctrl+Alt" and selecting the edge loop will snap it to the closest loop and "straighten it out" If you hover your mouse over it, you can learn more and try them out You could select your edge loop and do a chamfer tool from editable poly Or for more control you could add a complete chamfer modifier This object, is a little more complicated than all the previous ones, but is somewhat on the angular side of things. We will use the same tools we have been using so far. you can use the auto smooth button to quickly create hard edges where you need them. Using edge constraints is very useful and can preserve the mesh form. Double checking the smoothing groups are correct. A support loop here could help smooth the topology. Straighten corners option will give a slightly different result. After applying the shell modifier we will most likely have to do a lot of corrections. Because we are using the smoothing groups feature, we would need to reapply it to the newly created polygons from the shell modifier. These artifacts are a result of smoothing groups not matching up between the edges. They can be fixed by adding support loops or changing the smoothing groups of the shell polygons We can always use boolean or shape merge operations for detailing, but we need to be careful about the process. A simple vertices weld operation can sometimes help optimize the number of vertices. But in this occasion it didn't work out. Doing an insert with "zero" value then scaling the polygons adds an edge loop which can be easily selected to chamfer later on. Using smoothing groups is very similar to Opensubdiv, but we just prefer it because it's simpler to use. And see close results to the final version immediately without even subdividing. But please feel free to experiment on your own. We will leave you with this final form model where we use all of the techniques we have shown so far. Thank you for watching.
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Channel: Ebal Studios
Views: 40,744
Rating: undefined out of 5
Keywords: hard, surface, modeling, tutorial, timelapse, hardsurface, 3d, model, kitbash, free, download, time, lapse, recording, speed, 3ds, max, maya
Id: 95ttzfMfRYc
Channel Id: undefined
Length: 54min 11sec (3251 seconds)
Published: Thu Jun 22 2017
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