Help with curved groove on curved surface
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Been struggling with this for awhile, and finally decided to ask for help from the experts.
I have a cylinder onto which I'd like a groove at goes across it diagonally and also vertically down the cylinder. I'm having trouble visualizing how to do it, and still have good topology.
I've tried knife, knife project, moving individual verts, etc. Something tells me there is an easier and cleaner way to do it, so that I have clean topology and no shading artifacts. Am I right?
I've added two pictures of this scenario for reference.
modeling mesh topology
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add a comment |
$begingroup$
Been struggling with this for awhile, and finally decided to ask for help from the experts.
I have a cylinder onto which I'd like a groove at goes across it diagonally and also vertically down the cylinder. I'm having trouble visualizing how to do it, and still have good topology.
I've tried knife, knife project, moving individual verts, etc. Something tells me there is an easier and cleaner way to do it, so that I have clean topology and no shading artifacts. Am I right?
I've added two pictures of this scenario for reference.
modeling mesh topology
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1
$begingroup$
If the model is complex enough / unpredictable enough to be worth a non-destructive approach, you might consider this
$endgroup$
– Robin Betts
Dec 24 '18 at 11:20
add a comment |
$begingroup$
Been struggling with this for awhile, and finally decided to ask for help from the experts.
I have a cylinder onto which I'd like a groove at goes across it diagonally and also vertically down the cylinder. I'm having trouble visualizing how to do it, and still have good topology.
I've tried knife, knife project, moving individual verts, etc. Something tells me there is an easier and cleaner way to do it, so that I have clean topology and no shading artifacts. Am I right?
I've added two pictures of this scenario for reference.
modeling mesh topology
$endgroup$
Been struggling with this for awhile, and finally decided to ask for help from the experts.
I have a cylinder onto which I'd like a groove at goes across it diagonally and also vertically down the cylinder. I'm having trouble visualizing how to do it, and still have good topology.
I've tried knife, knife project, moving individual verts, etc. Something tells me there is an easier and cleaner way to do it, so that I have clean topology and no shading artifacts. Am I right?
I've added two pictures of this scenario for reference.
modeling mesh topology
modeling mesh topology
edited Dec 23 '18 at 0:55
Duarte Farrajota Ramos
33k53879
33k53879
asked Dec 22 '18 at 21:04
Joe AcelloJoe Acello
162
162
1
$begingroup$
If the model is complex enough / unpredictable enough to be worth a non-destructive approach, you might consider this
$endgroup$
– Robin Betts
Dec 24 '18 at 11:20
add a comment |
1
$begingroup$
If the model is complex enough / unpredictable enough to be worth a non-destructive approach, you might consider this
$endgroup$
– Robin Betts
Dec 24 '18 at 11:20
1
1
$begingroup$
If the model is complex enough / unpredictable enough to be worth a non-destructive approach, you might consider this
$endgroup$
– Robin Betts
Dec 24 '18 at 11:20
$begingroup$
If the model is complex enough / unpredictable enough to be worth a non-destructive approach, you might consider this
$endgroup$
– Robin Betts
Dec 24 '18 at 11:20
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
As your shape is a cylinder, you could greatly simplify your work if you use a Simple Deform modifier:
- Just create your shape as a flat map, avoid any ngons, make a topology that will allow you to add some edge loops when you'll need to sharp the angles.
- Extrude what needs to be extruded.
- Give it a Simple Deform modifier/Bend mode, with a Deform Angle of 360°.
- Give it a Subdivision Surface modifier and a Smooth Shading.
- To make the joint at the 360° junction, you'll need to apply the Simple Deform and then W > Remove Doubles.
$endgroup$
$begingroup$
Thanks for the response, Moonboots! I’m new to Blender, so unfamiliar with everything those modifiers can do! I’ll give it a whirl. I really appreciate your help!
$endgroup$
– Joe Acello
Dec 24 '18 at 4:07
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I've edited to give a bit more details about the modeling, in a way the modifier part is the easiest ;)
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– moonboots
Dec 24 '18 at 10:37
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I've been fooling with this approach, and it looks like the groove's width widens as due to distortion/stretching as it wraps. It's hard to tell from the pictures...is yours doing the same?
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
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...and thanks for the added modeling details! Very helpful!
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
no it should be the same width all around, hard to tell what's your problem
$endgroup$
– moonboots
Dec 24 '18 at 20:09
add a comment |
Your Answer
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$begingroup$
As your shape is a cylinder, you could greatly simplify your work if you use a Simple Deform modifier:
- Just create your shape as a flat map, avoid any ngons, make a topology that will allow you to add some edge loops when you'll need to sharp the angles.
- Extrude what needs to be extruded.
- Give it a Simple Deform modifier/Bend mode, with a Deform Angle of 360°.
- Give it a Subdivision Surface modifier and a Smooth Shading.
- To make the joint at the 360° junction, you'll need to apply the Simple Deform and then W > Remove Doubles.
$endgroup$
$begingroup$
Thanks for the response, Moonboots! I’m new to Blender, so unfamiliar with everything those modifiers can do! I’ll give it a whirl. I really appreciate your help!
$endgroup$
– Joe Acello
Dec 24 '18 at 4:07
$begingroup$
I've edited to give a bit more details about the modeling, in a way the modifier part is the easiest ;)
$endgroup$
– moonboots
Dec 24 '18 at 10:37
$begingroup$
I've been fooling with this approach, and it looks like the groove's width widens as due to distortion/stretching as it wraps. It's hard to tell from the pictures...is yours doing the same?
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
...and thanks for the added modeling details! Very helpful!
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
no it should be the same width all around, hard to tell what's your problem
$endgroup$
– moonboots
Dec 24 '18 at 20:09
add a comment |
$begingroup$
As your shape is a cylinder, you could greatly simplify your work if you use a Simple Deform modifier:
- Just create your shape as a flat map, avoid any ngons, make a topology that will allow you to add some edge loops when you'll need to sharp the angles.
- Extrude what needs to be extruded.
- Give it a Simple Deform modifier/Bend mode, with a Deform Angle of 360°.
- Give it a Subdivision Surface modifier and a Smooth Shading.
- To make the joint at the 360° junction, you'll need to apply the Simple Deform and then W > Remove Doubles.
$endgroup$
$begingroup$
Thanks for the response, Moonboots! I’m new to Blender, so unfamiliar with everything those modifiers can do! I’ll give it a whirl. I really appreciate your help!
$endgroup$
– Joe Acello
Dec 24 '18 at 4:07
$begingroup$
I've edited to give a bit more details about the modeling, in a way the modifier part is the easiest ;)
$endgroup$
– moonboots
Dec 24 '18 at 10:37
$begingroup$
I've been fooling with this approach, and it looks like the groove's width widens as due to distortion/stretching as it wraps. It's hard to tell from the pictures...is yours doing the same?
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
...and thanks for the added modeling details! Very helpful!
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
no it should be the same width all around, hard to tell what's your problem
$endgroup$
– moonboots
Dec 24 '18 at 20:09
add a comment |
$begingroup$
As your shape is a cylinder, you could greatly simplify your work if you use a Simple Deform modifier:
- Just create your shape as a flat map, avoid any ngons, make a topology that will allow you to add some edge loops when you'll need to sharp the angles.
- Extrude what needs to be extruded.
- Give it a Simple Deform modifier/Bend mode, with a Deform Angle of 360°.
- Give it a Subdivision Surface modifier and a Smooth Shading.
- To make the joint at the 360° junction, you'll need to apply the Simple Deform and then W > Remove Doubles.
$endgroup$
As your shape is a cylinder, you could greatly simplify your work if you use a Simple Deform modifier:
- Just create your shape as a flat map, avoid any ngons, make a topology that will allow you to add some edge loops when you'll need to sharp the angles.
- Extrude what needs to be extruded.
- Give it a Simple Deform modifier/Bend mode, with a Deform Angle of 360°.
- Give it a Subdivision Surface modifier and a Smooth Shading.
- To make the joint at the 360° junction, you'll need to apply the Simple Deform and then W > Remove Doubles.
edited Dec 24 '18 at 11:59
answered Dec 22 '18 at 22:07
moonbootsmoonboots
9,3522716
9,3522716
$begingroup$
Thanks for the response, Moonboots! I’m new to Blender, so unfamiliar with everything those modifiers can do! I’ll give it a whirl. I really appreciate your help!
$endgroup$
– Joe Acello
Dec 24 '18 at 4:07
$begingroup$
I've edited to give a bit more details about the modeling, in a way the modifier part is the easiest ;)
$endgroup$
– moonboots
Dec 24 '18 at 10:37
$begingroup$
I've been fooling with this approach, and it looks like the groove's width widens as due to distortion/stretching as it wraps. It's hard to tell from the pictures...is yours doing the same?
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
...and thanks for the added modeling details! Very helpful!
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
no it should be the same width all around, hard to tell what's your problem
$endgroup$
– moonboots
Dec 24 '18 at 20:09
add a comment |
$begingroup$
Thanks for the response, Moonboots! I’m new to Blender, so unfamiliar with everything those modifiers can do! I’ll give it a whirl. I really appreciate your help!
$endgroup$
– Joe Acello
Dec 24 '18 at 4:07
$begingroup$
I've edited to give a bit more details about the modeling, in a way the modifier part is the easiest ;)
$endgroup$
– moonboots
Dec 24 '18 at 10:37
$begingroup$
I've been fooling with this approach, and it looks like the groove's width widens as due to distortion/stretching as it wraps. It's hard to tell from the pictures...is yours doing the same?
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
...and thanks for the added modeling details! Very helpful!
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
no it should be the same width all around, hard to tell what's your problem
$endgroup$
– moonboots
Dec 24 '18 at 20:09
$begingroup$
Thanks for the response, Moonboots! I’m new to Blender, so unfamiliar with everything those modifiers can do! I’ll give it a whirl. I really appreciate your help!
$endgroup$
– Joe Acello
Dec 24 '18 at 4:07
$begingroup$
Thanks for the response, Moonboots! I’m new to Blender, so unfamiliar with everything those modifiers can do! I’ll give it a whirl. I really appreciate your help!
$endgroup$
– Joe Acello
Dec 24 '18 at 4:07
$begingroup$
I've edited to give a bit more details about the modeling, in a way the modifier part is the easiest ;)
$endgroup$
– moonboots
Dec 24 '18 at 10:37
$begingroup$
I've edited to give a bit more details about the modeling, in a way the modifier part is the easiest ;)
$endgroup$
– moonboots
Dec 24 '18 at 10:37
$begingroup$
I've been fooling with this approach, and it looks like the groove's width widens as due to distortion/stretching as it wraps. It's hard to tell from the pictures...is yours doing the same?
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
I've been fooling with this approach, and it looks like the groove's width widens as due to distortion/stretching as it wraps. It's hard to tell from the pictures...is yours doing the same?
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
...and thanks for the added modeling details! Very helpful!
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
...and thanks for the added modeling details! Very helpful!
$endgroup$
– Joe Acello
Dec 24 '18 at 18:55
$begingroup$
no it should be the same width all around, hard to tell what's your problem
$endgroup$
– moonboots
Dec 24 '18 at 20:09
$begingroup$
no it should be the same width all around, hard to tell what's your problem
$endgroup$
– moonboots
Dec 24 '18 at 20:09
add a comment |
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$begingroup$
If the model is complex enough / unpredictable enough to be worth a non-destructive approach, you might consider this
$endgroup$
– Robin Betts
Dec 24 '18 at 11:20