🧵 Untitled Thread
Anonymous at Thu, 15 Dec 2022 00:16:52 UTC No. 929689
Oh no! The CG police are here!
They're on the hunt for the perp and the only description they have is
>he couldnt model this simple object lmao
Prove you're not him by recreating this VERY SIMPLE object
Anonymous at Thu, 15 Dec 2022 01:27:36 UTC No. 929700
>>929699
why are you such an edgelord?
the chair nerd at Thu, 15 Dec 2022 01:28:35 UTC No. 929701
>>929700
Checked. My daddy was bismuth.
Anonymous at Thu, 15 Dec 2022 01:30:14 UTC No. 929702
>>929701
a what now? How old are you ?
🗑️ the chair nerd at Thu, 15 Dec 2022 01:31:18 UTC No. 929703
>>929702
I'm twelve.
Anonymous at Thu, 15 Dec 2022 03:02:24 UTC No. 929714
>>929699
>sharp edges
Get in the van.
🗑️ the chair nerd (banned) at Thu, 15 Dec 2022 14:08:04 UTC No. 929743
>>929702
Lol I got banned for posting I'm twelve. Man I 'm getting old you got me. Hey Jannies fuck you.
Anonymous at Thu, 15 Dec 2022 14:47:18 UTC No. 929749
>>929724
Maxchads can't keep getting away with this.
Anonymous at Thu, 15 Dec 2022 15:18:29 UTC No. 929755
>round corner shader at render time
heh nothin personnel
Anonymous at Thu, 15 Dec 2022 19:04:43 UTC No. 929781
>>929724
arrimus?
Anonymous at Tue, 20 Dec 2022 19:58:40 UTC No. 930388
>>930270
For sonething as simple as this you could literally just throw a bevel node at the normal input, though.
Anonymous at Tue, 20 Dec 2022 22:13:02 UTC No. 930411
>>930388
In this case the bevel is not where I needed to clean up. It's the unevenly spaced edges on the sides of the cylinder (see those small triangles) that fuck up subdiv. I guess I should have have more faces on the cutting cylinder, but I never know how much geometry is just enough.
Anonymous at Wed, 21 Dec 2022 11:46:20 UTC No. 930483
>>930411
>subdiv
That's why I told you to just use the bevel node. Just give the cylinder a high enough polycount, autosmooth the whole mess and add the bevel node. The end.
Anonymous at Wed, 21 Dec 2022 15:08:39 UTC No. 930504
>>929689
I'm a HoudiniChad.
I believe that will suffice, officers.
Anonymous at Thu, 22 Dec 2022 10:51:06 UTC No. 930596
>>930588
This is like showing the 3D cop your CIA or other spook ID just to dab on them.
Anonymous at Thu, 22 Dec 2022 11:13:00 UTC No. 930598
>>930588
>sharp edges
Into the wagon with you
Anonymous at Sat, 24 Dec 2022 00:27:53 UTC No. 930842
>>930831
>Failed
It's ok, rookie.
Anonymous at Sat, 24 Dec 2022 12:58:40 UTC No. 930888
>>929689
How would you do this without >>929724 (ie in Blender)? Something like make the pattern on a plane and bool it so it becomes a circle? Sorry I'm a noob
Anonymous at Sat, 24 Dec 2022 13:38:31 UTC No. 930890
>>930888
Create a cube
subdivide the top face till you get the amount of squares you want
Then with all your new faces selected go to, faces > extrude individual face and lift them up a bit
Then inset faces with the transform pivot point set to 'individual origin'
Add a second, cylinder object.
Boolean union to the cylinder, delete the cylinder
then bevel the edges.
Good luck.
This is mine and I cba to spend more than a minute on it so you'll have to accept officer.
Anonymous at Sat, 24 Dec 2022 22:04:57 UTC No. 930931
>>930888
in Maya I'd:
1- make a plane
2- select faces then circlularize component
3-extrude faces and turn off keep faces together, change the offset and thickness values.
And thats it, you can also bevel the faces to make the edges look nicer
Anonymous at Sat, 24 Dec 2022 23:24:05 UTC No. 930944
nigger anus shape
Anonymous at Sun, 25 Dec 2022 12:11:56 UTC No. 930999
How the fuck do I make it so that it has unfull faces for fuck's sake
Anonymous at Sun, 25 Dec 2022 21:06:30 UTC No. 931025
>>930999
the fuck you mean?
Anonymous at Mon, 26 Dec 2022 10:41:33 UTC No. 931075
>>931025
See the OP pic, at the edges of top part of the object, the pattern cuts off and leaves those square things cut in half or more. Can't figure out how would one do that, I only found an option to make it so that parts that don't fit in fully are not removed.
Anonymous at Mon, 26 Dec 2022 14:30:05 UTC No. 931092
>>931075
Oh right, I think that's just a product of making the 'flat topped pyramid' pattern on a cube and then using a union boolean operation with a cylinder.
Anonymous at Mon, 26 Dec 2022 15:07:20 UTC No. 931096
>>931092
Maybe I'm retarded but I did that and pyramids that don't fully fit in just get removed
Anonymous at Mon, 26 Dec 2022 15:19:18 UTC No. 931098
>>931096
Can you give a screenshot showing both objects before the boolean operation in wireframe mode so I can get an idea of your geometry?
Anonymous at Mon, 26 Dec 2022 15:27:52 UTC No. 931099
>>931098
No, I'm phoneposting right now. Later, sure.
Anonymous at Mon, 26 Dec 2022 18:49:50 UTC No. 931109
>>931092
It's an intersection with a cylinder.
Anonymous at Mon, 26 Dec 2022 20:41:00 UTC No. 931124
>>931121
Apply the bevel after the boolean add the bevel modifier to the bottom of the modifier stack.
Anonymous at Mon, 26 Dec 2022 21:40:39 UTC No. 931134
>>931129
I turned it off since it wouldn't bevel it at all otherwise. It doesn't bevel right because of some weird boolean logic I don't understand and I dunno how to work around it. I got it to work when the difference object is smaller here.
Anonymous at Tue, 27 Dec 2022 11:38:43 UTC No. 931206
>ngons
how do i fix it
Anonymous at Tue, 27 Dec 2022 21:40:38 UTC No. 931243
>>931206
position the camera so they are hidden
Anonymous at Thu, 29 Dec 2022 01:14:57 UTC No. 931394
the real flex would be if someone could CNC one of these real quick and cook a waffle on it
Anonymous at Tue, 3 Jan 2023 09:22:39 UTC No. 931954
PEOPLE STRUGGLING HERE YOU GO.
https://www.youtube.com/watch?v=eSb
Anonymous at Thu, 12 Jan 2023 08:59:32 UTC No. 933138
I have some questions for my model and for how to fix the surface.
What do the these curves that show up in viewport shading: wireframe mean? They appear when I have the subdivision modifier on.
Are the flickering surface texture issues in the top right photo the result of the overlapping curves at the canyons between the pyramids? How do I make the sides very smooth like in the OP photo?
Steps:
1. pyramid shape from cube
2. two array modifiers to make 11x11 grid of pyramids
3. boolean intersect modifier on grid with cylinder target
4. bevel modifier using width type: width, had to uncheck Clamp Overlap
5. subdiv modifier
Anonymous at Fri, 13 Jan 2023 11:42:58 UTC No. 933261
>>930596
kekked
the chair nerd at Sat, 14 Jan 2023 01:06:32 UTC No. 933342
>>933333
Checkd and bail out of jail I would in fact eat a waffle that has more waffle in it because of 50% of the holes.
Anonymous at Sat, 14 Jan 2023 03:01:58 UTC No. 933355
That's right officer, this anon right here.
>>931128
Try adding a Weld in between. Collapses transient verts. Also scale the cylinder slightly so the intersection is a little friendlier, mine ended up at 0.825 from just default primitive size. No real science to it, just vibes.
Also some of y'all need to use more subdivisions on your primitives when booleaning, sheesh.
Anonymous at Thu, 2 Feb 2023 17:42:00 UTC No. 935749
>>933253
Now bevel your edges.
Anonymous at Thu, 2 Feb 2023 17:44:16 UTC No. 935750
is this some weird cult? why are you all making these?
Anonymous at Thu, 2 Feb 2023 18:21:14 UTC No. 935755
>>935753
i notice you didn't deny the fact its cult-like behaviour.
Anonymous at Thu, 2 Feb 2023 18:51:41 UTC No. 935761
>>935750
>autistic anon cant grasp doing things for fun
Anonymous at Thu, 2 Feb 2023 19:13:39 UTC No. 935765
>>930273
ehheheehe
Anonymous at Thu, 2 Feb 2023 19:19:50 UTC No. 935768
>>935750
it is a cult make the fucking iron
Anonymous at Thu, 2 Feb 2023 19:36:32 UTC No. 935769
>>930273
I love this.
Anonymous at Sat, 11 Feb 2023 19:22:55 UTC No. 936705
>>935753
I don't know why people are t just making a cube with the waffle iron then cookie cutting it into a cylinder...
Anonymous at Wed, 15 Feb 2023 16:30:46 UTC No. 937082
>>930259
>>929689
You could make this 2 ways
1) cylinder, slice it horizontally, then slice the top at each of the coordinates you want,
or
2) booline the top with the edge of cubes.
there are probably better ways to do it depending on program you use, hell, probably a good way to sculpt it now, but its just not worth the effort to make unless you need to make it.
the chair nerd at Thu, 16 Feb 2023 01:59:42 UTC No. 937137
>>937108
Omfg that is some Guantanamo level shit.
the chair nerd at Thu, 16 Feb 2023 02:00:44 UTC No. 937138
>>937069
Based af
the chair nerd at Thu, 16 Feb 2023 14:23:15 UTC No. 937177
>>937175
Ok back to minimum security.
Anonymous at Thu, 16 Feb 2023 19:53:21 UTC No. 937205
>>937069
sweet mother of God....
I kneel.
Anonymous at Thu, 16 Feb 2023 19:54:32 UTC No. 937206
>>937108
nice chinese toilet prison toilet manhole bro
Anonymous at Fri, 17 Feb 2023 00:29:17 UTC No. 937246
Blendfag here. What should I be doing to make the outer edge smooth? The bevel modifier just freaks out any time I try to apply it after the boolean. Either doesn't do anything or produces weird glitches.
Anonymous at Wed, 1 Mar 2023 04:04:59 UTC No. 938679
>>933149
no, retard
Anonymous at Wed, 1 Mar 2023 04:45:52 UTC No. 938682
>>929689
is this an industrial strength wafflestomper?
Anonymous at Wed, 1 Mar 2023 11:28:09 UTC No. 938697
>>937246
The bevel fails when there is no room for it. This happens when two vertices are too close to each other. You need to manually clean it up by merging or moving the offending vertices. Disable the clamp overlap in the bevel modifier to see where the glitches happen.
Anonymous at Wed, 1 Mar 2023 11:39:30 UTC No. 938698
>>938686
I think you should have even less light in your render, we can see too well right now.
Anonymous at Fri, 3 Mar 2023 16:10:33 UTC No. 938892
>>938698
I detect sarcasm.
Anonymous at Fri, 3 Mar 2023 16:37:14 UTC No. 938898
>>938892
I detect sarcasm that sarcastically detects sarcasm.
Anonymous at Sat, 4 Mar 2023 07:06:16 UTC No. 938974
Looks like an object that someone would make in their first 30 minutes of using Blender. Too easy.
Any amateur can make this in seconds.
Anonymous at Sat, 4 Mar 2023 12:03:04 UTC No. 938984
>>938974
pyw
🗑️ Anonymous at Sat, 4 Mar 2023 12:47:06 UTC No. 938987
>>938984
It's really simple.
> Add Cube
> Flat subdivide a few times
> Inset and raise each face on the top.
> Add Cylinder, no caps.
> Solidfy/Shell the cylinder to create a vertical tube.
> Boolean; difference.
Made this in 3ds Max in about 2 minutes and I just started learning it a couple days ago. I could make it faster in Blender, ZBrush, or Maya.
https://imgur.com/iY1SCPL
Anonymous at Sat, 4 Mar 2023 12:51:18 UTC No. 938989
>>938984
It's really simple.
> Add a cube.
> Flat subdivide a few times.
> Inset and raise each face on the top.
> Add a cylinder, no caps.
> Solidfy/Shell the cylinder.
> Boolean; difference.
I made this in 3ds Max in 2 minutes and I just started learning it a couple days ago. I could make it a little faster in Blender, ZBrush, or Maya.
Anonymous at Wed, 8 Mar 2023 13:25:57 UTC No. 939330
>>938989
all this smartassery and you still have sharp edges, OP's image has the sides beveled.
Anonymous at Wed, 8 Mar 2023 16:14:15 UTC No. 939343
>>939321
Delicious sss
🗑️ Anonymous at Fri, 10 Mar 2023 21:50:39 UTC No. 939548
>>939330
Ta-da
Anonymous at Fri, 10 Mar 2023 23:43:58 UTC No. 939561
>Create a simple cylinder
>Create a bump map for the top
>Also create a specular map for the top
Done
Anonymous at Sun, 19 Mar 2023 01:46:27 UTC No. 940428
>>940331
Turn up your anti-aliasing samples in the viewport.
Anonymous at Sun, 19 Mar 2023 01:52:22 UTC No. 940429
>>940428
It's my own renderer. I haven't implemented anti aliasing yet.
Anonymous at Sun, 19 Mar 2023 03:15:27 UTC No. 940435
>>940429
I think you can turn on msaa with pretty much no implementation effort
Anonymous at Sun, 19 Mar 2023 04:52:01 UTC No. 940443
>>940435
Sure it could be done. If you want to try yourself, the source code is here:
https://sourceforge.net/projects/sn
There is no documentation but there are several examples. "script14.txt" is this one. "script13.txt" is the Bender I've posted here >>938107
Anonymous at Sun, 19 Mar 2023 09:48:58 UTC No. 940458
>>940435
I think I misunderstood what you were trying to tell me. There is no MSAA setting because it runs entirely on the CPU and it's a ray-marcher.
https://en.wikipedia.org/wiki/Volum
Here I've rendered it 3x resolution and then I've scaled down in GIMP.
Anonymous at Fri, 14 Apr 2023 16:30:19 UTC No. 942981
>create rectangle
>up the subdivisions
>extrude all the squares individually
>create tube
>boolean subtract it from the rectangle
that actually how you do it or am I a retard? There has to be a simpler way of doing the squares...
Anonymous at Fri, 14 Apr 2023 16:54:53 UTC No. 942983
>>942981
You clearly don't know the waffle primitive you noob.
Anonymous at Fri, 14 Apr 2023 17:30:26 UTC No. 942986
>>942981
This whole thread is about a specific problem known as "bevel after boolean". It reveals if you're using Blender or another software where the bevel modifier can handle it.
Anonymous at Fri, 14 Apr 2023 22:12:33 UTC No. 943006
>>942986
that's why you bevel *before* the boolean
Anonymous at Fri, 14 Apr 2023 22:37:46 UTC No. 943007
>>943006
You may want to find another hobby.
Anonymous at Sat, 15 Apr 2023 09:57:55 UTC No. 943061
>>942986
>implying Blender bevel modifier can't handle it
lol it can perfectly handle it
cope industry standard nigger
Anonymous at Sat, 15 Apr 2023 10:06:29 UTC No. 943062
>>943061
SDFs are going to be the next industry standard. Polygons are going to be obsoleted soon. Hardware has been moving in that direction for a while now. I can't imagine how the polygon people are going to react.
Anonymous at Sat, 15 Apr 2023 11:04:42 UTC No. 943068
>>929724
How did you do it? Start with a plane then generate topology, extrude, then clean up?
Anonymous at Sat, 15 Apr 2023 20:05:19 UTC No. 943106
>>943102
I saw that too. It happened because I went a bit too heavy on the smoothing. If two smoothing functions clip into each other they may become sharp again.
If you look very closely there may also be two or three pixels where the ray-marcher failed to converge.
Anonymous at Tue, 18 Apr 2023 23:56:34 UTC No. 943473
Serious question: when would you ever need to model this by hand instead of just using a displacement map on top of a cylinder? Seems kinda pointless to me.
Anonymous at Wed, 19 Apr 2023 05:41:37 UTC No. 943492
>>943473
For precision 3D printing would be an example.
Anonymous at Sat, 22 Apr 2023 00:36:24 UTC No. 943780
>>936700
we get it, you're gay
Anonymous at Sat, 22 Apr 2023 20:46:08 UTC No. 943912
>>939549
Hi yes I still see boolean artifacts.
Anonymous at Fri, 28 Apr 2023 20:07:26 UTC No. 944452
>>943062
>SDFs are going to be the next industry standard.
I'd like to know what that format is and how it'll be implemented.
Anonymous at Fri, 28 Apr 2023 22:41:41 UTC No. 944461
>>944452
If you have a recent enough video card and want to see a technology demo, you can try https://womp.com/
Anonymous at Fri, 28 Apr 2023 22:56:26 UTC No. 944464
If Womp works at all for you, that's the closest thing I could find to what a future 3D modeling software may look like. Otherwise visit:
https://www.shadertoy.com/
to get an idea of the capabilities of the technology. Standardization and formats are still all over the place as far as I know.
Even Blender seems to be thinking about it:
https://projects.blender.org/blende
Anonymous at Sat, 29 Apr 2023 03:46:12 UTC No. 944482
>>929689
Here, it’s this, nae even worth walking over booting up & opening Cad to bother with the 45 seconds it’d take to do it. Just read & can viz it yourself & save us all the time.
Anonymous at Mon, 1 May 2023 04:33:51 UTC No. 944655
>>929689
I cant do this on blender the gaps always arent like the example idk what im doing wrong but it always fucks up in the bevel part :(
What are the stepsnfor doing this on blender?
Anonymous at Tue, 2 May 2023 15:49:03 UTC No. 944815
>>944669
>First good result
>Made in Max
No surprises here
Anonymous at Tue, 2 May 2023 18:53:41 UTC No. 944833
>>944815
Post yours
Anonymous at Tue, 2 May 2023 19:35:57 UTC No. 944837
>>944833
already did, chud
Anonymous at Wed, 3 May 2023 09:12:46 UTC No. 944876
>>944815
Chuds can't into blender
Anonymous at Thu, 4 May 2023 03:39:45 UTC No. 944929
>>930888
You're under arrest
Anonymous at Thu, 4 May 2023 05:44:05 UTC No. 944932
Anonymous at Thu, 4 May 2023 06:22:27 UTC No. 944935
My shading comes out quite odd with the the surrounding cylinder, presumably due to the uneven vertex distribution/bad topo, but I'm not bothered to fix it right now.
Anonymous at Sat, 6 May 2023 13:12:42 UTC No. 945212
>>944932
software circlejerking because maxfags need to justificate paying money to autodick.
the only excuse if that if you got a key from school or whatever and then kept using max pirated, then you're a chad
Anonymous at Sat, 6 May 2023 17:53:49 UTC No. 945239
cba to do actually do it but i want to say:
Cylinder > Quad cap > Inset > Quad chamfer > Subdiv
Anonymous at Fri, 19 May 2023 17:15:01 UTC No. 946232
>>946143
Need to be Subdivide-able and be able to hold it's shape Anon
Anonymous at Tue, 23 May 2023 20:32:50 UTC No. 946582
>>946143
I second this: are there modeling exercises meant to challenge fundamental understanding of certain aspects of the software? It's fun.
Anonymous at Wed, 24 May 2023 14:20:29 UTC No. 946643
>>931125
https://youtu.be/HrVagYC0ykE same feel
Anonymous at Wed, 24 May 2023 14:21:55 UTC No. 946644
>>937069
YES
Anonymous at Wed, 24 May 2023 15:30:14 UTC No. 946647
>>930890
that's pretty much the only way I can think of doing that in blender you're right
Anonymous at Thu, 8 Jun 2023 20:35:50 UTC No. 947823
sorry guys im trying to import the waffle asset from the store but can't seem to get it working? anyone more skilled wanna walk me through opening a blender file?
Anonymous at Thu, 15 Jun 2023 00:41:11 UTC No. 948390
>>929716
close, but they centered one of the semipyramids, and you centered a seam intersection
Anonymous at Sun, 18 Jun 2023 16:02:58 UTC No. 948741
>>938696
Correct way to do this
Anyone who uses subd is a retard
Anonymous at Sun, 18 Jun 2023 16:13:35 UTC No. 948742
>>938989
You have failed to achieve the correct end result
Because this is hard surface not subd modelling
Sub surface div on this type of thing will give you an inferior result and a much longer process and it’s also less performant
If something can be hard surface modelled with booleans and bevels (preferably non destruct modifiers) the better. Some models cannot be made hard modelling style so are much better to subd model
Anonymous at Sun, 18 Jun 2023 16:13:57 UTC No. 948743
>>938696
you have to bevel the edges of the waffle you fucking tard
Anonymous at Tue, 18 Jul 2023 13:42:34 UTC No. 952016
>>929689
>doesn’t show the probably awful topology
Yeah, I’ll pass
Anonymous at Tue, 18 Jul 2023 16:49:36 UTC No. 952048
>>952016
Pussy.
Anonymous at Tue, 18 Jul 2023 17:13:54 UTC No. 952051
>>952048
I can shit that out in a minute but there’s literally no challenge when topology isn’t a factor
Anonymous at Tue, 18 Jul 2023 22:05:34 UTC No. 952106
Topology people need to find another hobby.
Anonymous at Wed, 19 Jul 2023 09:32:20 UTC No. 952139
>>940342
>donut guy shilling his material addon again
Anonymous at Wed, 19 Jul 2023 21:07:22 UTC No. 952194
>>952106
Were too busy working on actual projects where we properly model production ready meshes lmao. You can’t magical realism your way out of bad 3D, it’s either done well or it’s shit and textures will warp and rigs will break the model.
Anonymous at Wed, 19 Jul 2023 22:25:38 UTC No. 952203
>>952194
What is "good topology" anyway?
Anonymous at Thu, 20 Jul 2023 10:10:37 UTC No. 952259
Anonymous at Thu, 20 Jul 2023 11:21:43 UTC No. 952268
Anonymous at Thu, 20 Jul 2023 12:01:13 UTC No. 952272