wantafanta 13 Posted August 8, 2014 (edited) hello i was working on an elcan scope in 3ds max and theres a bit of detail i have no idea how to model.. the part im having problems with is marked on the pic below. im thinking i could use booleans but any suggestions to how i should go about doing this would be greatly appreciated. Edited August 9, 2014 by wantafanta Share this post Link to post Share on other sites
LCpl Aaron 11 Posted August 8, 2014 this is how i would approach it but there is a few different ways to approach it but this is how i would tackle it. I used Sub-D techniques to model this. Share this post Link to post Share on other sites
miketim 20 Posted August 8, 2014 seems like something you would do with a "bumpmap" to me. I am no texturer/modeller in arma. Maybe you would generate some type of map from the current high poly or something. Then again that probably requires you to to this anyway so. Share this post Link to post Share on other sites
alleycat 28 Posted August 8, 2014 booleans. bool carve that shit like it owes you money Share this post Link to post Share on other sites
PuFu 4600 Posted August 8, 2014 Only if you're using modo + meshfusion. Otherwise skip booleans. Pixar openSubD Share this post Link to post Share on other sites
wantafanta 13 Posted August 8, 2014 Only if you're using modo + meshfusion. Otherwise skip booleans. Pixar openSubD i have read this in multiple places, but i dont get why people avoid booleans :/ Share this post Link to post Share on other sites
sebj 10 Posted August 8, 2014 If I was in your case I would recommend you to simple use a texture with bump map (Normal map + occlusion etc... with RVMAT) as MikeTim said. It will be a little bit less beautiful than 3D modelling but result should be good for this little detail. If you start do this detail for the scope I don't imagine how munch poly you'll get for a complete weapon. Share this post Link to post Share on other sites
PuFu 4600 Posted August 8, 2014 If I was in your case I would recommend you to simple use a texture with bump map (Normal map + occlusion etc... with RVMAT) as MikeTim said.It will be a little bit less beautiful than 3D modelling but result should be good for this little detail. If you start do this detail for the scope I don't imagine how munch poly you'll get for a complete weapon. I guess everyone who previously said "model it" means : model it for high poly baking... Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 8, 2014 (edited) If I was in your case I would recommend you to simple use a texture with bump map (Normal map + occlusion etc... with RVMAT) as MikeTim said. But as MikeTim also said: If he's doing a proper normal map (one baked from a high-poly source mesh) he'll still need to model an at least an approximation of it himself and let meshsmooth do the rest, in order to generate the high poly for that normal map. i.e the subD techniques Sw4l and PuFu are suggesting. Doing it completely with nDo or some other 2D-based normal-map plugin (which is what I think you're suggesting - apologies if that's not the case) probably wouldn't look as nice as either alternative. However, it's much easier to do :D Like the other's I'd use subdivisions and avoid booleans. But I use Maya, so can't really speak for whether using bools in other software would be any more, or less difficult to clean up than it can be in the software I use. Edited August 8, 2014 by da12thMonkey Share this post Link to post Share on other sites
alleycat 28 Posted August 8, 2014 Booleans are perfectly fine if you do it clean. So in your case, create the "negative shape" of the depression as a separate object, then bool carve it. Booleans only get a bad rep when people overuse it in places where regular poly by poly modeling would be more clean. Share this post Link to post Share on other sites
wantafanta 13 Posted August 8, 2014 bool carve? i assume you just mean using the subtraction boolean? Share this post Link to post Share on other sites
sebj 10 Posted August 8, 2014 Doing it completely with nDo or some other 2D-based normal-map plugin (which is what I think you're suggesting - apologies if that's not the case) probably wouldn't look as nice as either alternative. However, it's much easier Yes I confirm that I was talking about 2d technics because I'm a lazy boy :) otherwise for this 3d part I would recommend too a negative extrusion and smooth as explained in second post. And yes booleans are really bad in most case because faces are Not very well organised most of the time after this type of operation and difficult to correct after for what I saw in my little experience... Share this post Link to post Share on other sites
Macser 776 Posted August 8, 2014 Yeah.Boolean operations tend to leave behind a bit of a mess.Not so much of a problem for a hard surface object that's being used for renders.But for a game model it's best to go with the extra loops.Besides being visually neater and less prone to lighting artifacts,subdivided meshes can be more easily scaled up or down in density. Share this post Link to post Share on other sites
olli_ 13 Posted August 8, 2014 here's how i would do it: http://i.imgur.com/hFN6miO.png you can add the text in with an extruded text spline edit: and just bake that down to normals Share this post Link to post Share on other sites
LCpl Aaron 11 Posted August 8, 2014 here's how i would do it:http://i.imgur.com/hFN6miO.png you can add the text in with an extruded text spline edit: and just bake that down to normals ahh the bending technique, i just learned that a month or so ago and haven't got to use it yet. That is a very good technique for this situation. Share this post Link to post Share on other sites
wantafanta 13 Posted August 10, 2014 thanks everyone, it turned out quite nicely in my opinion. http://i.imgur.com/mE2BmGM.jpg (139 kB) Share this post Link to post Share on other sites