How to model this piece efficiently?

Hello, i want to model this part of fire hydrant. My questions are:

How do you decide on the density of the geometry? How many edges would you prefer for the initial cylinder shape to extrude the small parts?

Would you use crease method or subdiv method and why?

What would be your approach to cut the holes?

Make A, rotate and copy, and modify the modeling to make B.

Add…

gdd

The modeling will be roughly similar to the picture.
You can reduce it or increase it here

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Hi,

by asking myself what this fire hydrant will be used for. Is it the main character in a short movie? is it some unimportant background prop in a mobile game?

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Thanks! How would you create the curved shape? I created a half circle shape and merged with the cylinder but the curve of the cylinder makes things complex. At some point i ended up confusing myself

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I also attached an additional one above… I need to organize it.

Add…

gdssds.blend (1019.7 KB)

I am attaching the file for your reference.

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In my opinion, they’re all different parts (edge, nuts and the chain attachment), so I’d model them separately.
The part you’re showing in your last screenshot isn’t curved.
I would rather try to bring them together with a material (slight displacement maybe).

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It is actually a close-up of a cylinder (with 256 edge), so there is a slight curve.
I want to improve my modelling skills so I want everything to be attached rather than having separate parts. I want to be able to create such shapes efficiently with good topology :slight_smile:

Sorry, I meant that in real life the part isn’t curved.
But it’s up to you to make things more complex than they already are :grimacing:

Hmm, by curve I meant the curve of the main cylinder, maybe I misunderstood you?
A game artist told me he would make this part watertight, that’s why I want to make it watertight as well

Are you sure he wasn’t talking about the low-poly version?

In terms of efficiency, I’d make a cylindrical body, one nut (instances for others), one piece to attach the chain (instances for others) and the thickness of paint that joins them with the material. All this for the high-poly version.
For the low-poly version, unless the object needs to be modified (broken, separated…) it would be in a single watertight mesh.