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Chamfer dilemma and a bit more (Star Wars: Droid Tutorial)

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Thu Sep 27, 2018 3:17 pm

So i'm following the "Star Wars: Droid Tutorial" modelling part, trying to figure every aspect of the high-poly modelling. And now when i came to the part when the author was adding details to the Droid's head i stuck into a problem when the details are being made by extruding the edges and assigning some auto-smooth groups for the polygons around them. As the extrusion comes pretty approximately (and so in case if i would want them different sizes as well?) - the general Chamfer modifier either making not just enough amount for one part, and then causes overlapping for the other parts. How do i split-select the chamfer amount for the different droid head's parts?

Here are some images of what i mean.

This is the upper part of the Droid's head, and the chamfer is looking just about right:
https://1drv.ms/u/s!AiqlDRRtKKto13QJx-IyHsI4qySL

And here is the "eye" part under the same chamfer is getting overlaps:
https://1drv.ms/u/s!AiqlDRRtKKto13U-5-4SVtzPwt_g

The lower head's part is looking not great either:
https://1drv.ms/u/s!AiqlDRRtKKto13ZwYVZk-626BCci.


And the "pinching" problem due to the topology approach. While though i was following exactly as it was done by Tim for the body part, i'm still getting this crumpled look:

https://1drv.ms/u/s!AiqlDRRtKKto134vUOsQguLOYfs4

It's not looking any better for the lower part of the droid's head as well, no matter if i try to adjust the topology:

https://1drv.ms/u/s!AiqlDRRtKKto13_IHYv-sWIALUqf.

I believe i'm getting stuck here, and any help and advices are really appreciated!
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Laggtastic
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Sun Sep 30, 2018 4:28 pm

Hey there :)

Yes, the Chamfer modifier is quite uniform when it comes to values for the chamfering amount. One thing I noticed in my experiences with it (before you try this: Save a new file for backup):

Sometimes the Chamfer modifier behaves a bit weird on some shapes. Strange differences in terms of the chamfer-amount and I solve it by applying a Reset Xform to the model (Cut the modifiers Chamfer, Turbosmooth etc before doing that, as you have to collapse the Reset Xform to the model, then you can paste the modifiers back on top and see if that leads to better results. Keep in mind: Perhaps this is not the fix to the problem, it's just something you could try :)

Also, after the Chamfer modifier has been applied you can play with the values to find an overall average so that it looks good on all areas. Also check the results with Turbosmooth turned on; If it doesn't show strange artifacts I wouldn't worry so much about it. If required, you can add an Edit Poly modifier on top to weld vertices to get rid of narrow overlapping in some areas ;)

Regarding the pinching: It's also a matter of the shape: Spheres with panelling, cuts 'n extruded elements often show pinching, especially when using some "low" segment amounts.
It's also being affected by how the topology is set up: Sometimes by connecting vertices an issue can be solved. Someone else on the forum had a similar issue on that body part and adjusted his topology to clean it up a bit, perhaps this might be a solution for you as well? viewtopic.php?f=8&t=2506
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Tue Oct 30, 2018 2:21 pm

Hello, and thank you for the reply! I wasn't answering for this long as i was trying to make sure that i actually figured it. And i did not still, except for detaching the head to 3 pieces, and setting the chamfer for the each of those separately. But then i followed the tutorial further on and stumbled into another problem, which i think i figured. Guess i'll just post it here, to keep the eggs in one basket, for anyone who might be experiencing the same problems on following the tutorial (and another question from me in the end).

When i was trying to make some details on the side of the head by extracting the polygons from it, the process did caused some new artifacts.

As you can see in this screenshot, adding extra edges by connecting some existing is not changing the angle between the big polygons, even though they would become subdivided: https://1drv.ms/u/s!AiqlDRRtKKto2RkmPIcvRfJiw6Ua

Here is what i did to fix that: I placed the chamfer and turbosmooth (with 2 iterations), and the edit poly on top of it so i could make the edges ring selection and connect (to have some better edges topology) - https://1drv.ms/u/s!AiqlDRRtKKto2RAwDh2gz6yhsn6R

And then when the base mesh started to look nice and properly subdivided, i simply collapsed the stack and extracted the polys i needed, just as it was shown in the tutorial.



On the other matter i have another question though. How should i approach the workflow in case if i would wanted to add a cylindrical gap in the new part of the mesh? I'm trying to make one like the "eye" part of the droid's head. So i used boolean subtract (with no edge removal), and the turn to poly on top. Like this: https://1drv.ms/u/s!AiqlDRRtKKto2RUJidLw7yQd9cWD

Pretty sure i'm having the vertices welded, but the result is nonetheless pretty bad: https://1drv.ms/u/s!AiqlDRRtKKto2RY_DVvzTDczFGdW

I was trying to adjust the supporting edge loops, which i added to the spot, so the topology be as conform as possible, but making them planar did not work well at all: https://1drv.ms/u/s!AiqlDRRtKKto2RPmUdBAJQyM514_

For this i was using the "local aligned" coordinates system, and the working pivot aligned to the surface, as no other coordinate system options were resembling the required angles. Please help?
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Laggtastic
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Thu Nov 01, 2018 5:26 pm

Hey there :)

Unfortunately I temporarily have no access to 3Ds Max & Photoshop because I'm about to preform a clean install as a start to upgrade my system a bit,
but ...I'm lucky to have Paint installed :monkeydance:

So uhm yea, regarding the issue of the hole, here's something I'd do in this case, and I hope I understood your intentions correctly :)

First thing you could try, based on what you got right now, is just connecting the edges in a different way:
The vertices on top, right, bottom and left of the hole are connected with 5 edges, which could be one cause of distortion.
Here's something you can do, sorry for my poor mad skills in Paint ;)
Image

What I would prefer myself, considering it is a small hole and you will apply a turbosmooth anyway: Use less segments for that hole. With only 8 sides + Turbosmooth you can achieve pretty much a nice hole if it's not super big/visible, + it's easier to handle and make it quadified. Now...you don't require to work with quads all the time, but it helps a lot when working on highpoly stuff in some cases. Here's another overpaint:
Image

I'd suggest to try this, and see what happens^^
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Mon Nov 05, 2018 3:22 pm

Thank you again! So i figured the approach which is worked best for me here.

Things worked right when i used the Chamfer modifier with the selected edges option (rather than the "unsmoothed edges" this time). Slice plane to make the support edges approximately straight, because the quick loops were coming distorted: https://1drv.ms/u/s!AiqlDRRtKKto2Slwc73QbWXXbTRl

And i added the other seam decal for just to make sure that everything is worked right. The result (don't mind the slightly noticeable pinching at the hole's supporting edges, it's easy to fix either by target-welding them or by adding some support edge loop pre-chamfer): https://1drv.ms/u/s!AiqlDRRtKKto2SgsJEmHNuQAcpK7
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