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How can I model this?


Brodie Geers
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I'm trying to model a highly detailed model of a faucet. I'm having an issue where the main cylinder receives the smaller cylinder. As shown it bevels back a bit and has a weld spot or something. My general question is how to model this with a nice clean mesh.

 

A more specific question is illustrated below as well. When I subtract a smaller cylinder from a bigger cylinder it causes mesh smoothing issues because it messes up the triangulation but I'm not sure what I can do about that.

 

[ATTACH=CONFIG]45079[/ATTACH][ATTACH=CONFIG]45080[/ATTACH]

 

-Brodie

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That is one of the reasons I try not to use Boolean. Sometimes you can select the polys and click "Retriangulate" to fix some of the mess.

A technique I use is to create the second cylinder but instead of doing a boolean I use the cylinder as a template and use the cut tool. It is more time consuming but you get a better result.

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why not make a cylinder you a spline circle then use the autogrid and draw the circle into your cylinder choose the cylinder and go to compond object choose the shapemerge pick the shape circle then convert it down to a poly make sure you have the edge faces it on and then extrude the shape circle then delete the end of the circle? once you have done that then add a shell modifier

 

Tony

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Id do it low poly then turbosmooth the crap out of it. Start with maybe an 8 sided cylinder, extrude polygon by group.

 

This would work, or if your using Vray, place a VrayEdgeTex in your Bump map, this will filet all corners of the object with the corresponding material attached (and you can control the amount of filet within the shader)

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[ATTACH]45084[/ATTACH]

 

Meh, it was actually quite easy, and i even got to try a few different topologies. (cyl 003 is probably the best). Here is the model attached, it's got an open stack, plus an open chamfer so you can just change it. If i nailed the proportion (kinda hard to tell from this angle and all the reflections) you can just use it.

 

Even though i'm jelous of people who have work atm, i figure this whole field is going bust anyway and everyone will soon be out of work. Including peter guthrie and evermotion who contribute to this state the most. I mean, when all of it goes to india, no one will be paying top notch artists, or actually buy any models/software, so you might as well enjoy it while it lasts.

 

So there you go, it took me a few minutes, but i've spent 10 years looking at all kinds of meshes so i could figure out how to properly poly model.

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Do one thing draw low poly cyl and then create the circle of the desired radius then use shape merge in compound object so it will project shape on Cyl now do cutting after cutting use border selection and extrude edges forward now while extruding make sure u have enough geometry to smooth it out for final renders!!!!!!! and that's it have fun

 

Cheers !!!!!!!!!!!!!!

Edited by NeWAcEiN
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This would get rid of some of the shading issues true. But my way is pretty easy too, and gives far better results. I mean, i'm not sure if you've seen his image on the first page, it actualyl needs to have a pretty smooth transition between the two. Vray edge wouldnt really work in this case.

 

I guess my tips, and (free) model weren't enough. Is there anything else that i can do to help?

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A technique I use is to create the second cylinder but instead of doing a boolean I use the cylinder as a template and use the cut tool. It is more time consuming but you get a better result.

 

Do one thing draw low poly cyl and then create the circle of the desired radius then use shape merge in compound object so it will project shape on Cyl now do cutting after cutting use border selection and extrude edges forward now

 

 

These two techniques are actually quite similar except that shape merge messes up things the same way as boolean does, so it doesnt really make a difference. Cutting (and welding) the shape would be a tad cleaner.

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I guess my tips, and (free) model weren't enough. Is there anything else that i can do to help?

 

On the contrary, I really liked the simplicity and cleaness of your version. I ended up coming up with a solution in Sketchup that actually worked pretty well although I'll admit the mesh isn't quite as sexy as it would be if I used your method. But alas, I didn't see your post until the day after I'd resolved my issue. Nevertheless, your technique has helped me think through these sorts of problems in a new way which is far more valuable than a single model and I thank you for it :)

 

-Brodie

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I realize you have already worked through your problem, but check out this video Grant Warwick Hard Surface Essentials.

You'll find he addresses your shape at the 01:08:46 marker in Section 10.

 

Watch the entire video, very instructive.

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