Making correct holes/cuts in mesh and creating good edge flow

Hi all,

i saw this nice lamp from www.marset.com which i downloaded. Probably is was made in Autocad or something and so i tried to clean it up. I noticed it was pretty hi-poly so i was thinking to remodel it and lower the poly’s. Im not experienced modeler and i wanted to ask if i made the correct holes in the mesh with the accompanied edge loops end so.

Ive attached my scene and some screen shots. My mistake i think was to rotate the circle and apply the rotation, when i used the normals for moving the vertices it got a bit wanky. Tried my best repositioning all by hand.

The one on the left is my take, right is the original imported mesh. Ive deleted the rest though for smaller file size.

Attachments

Scantling_S_part.blend (255 KB)



Not much different. Also using ngons, inset and extrude to get borders around elements of this shape. Btw you want it around outline too.
Grabbed curves from your 1st image.


What do you mean by “around outline too”???
Im also trying to do this without the ngons

You shouldn’t really care if there are ngons on a flat surface,as long as you have quads and good edgeflow around the outline of the mesh.

This is the difference. Where you have triangles edge loop stops - no way to harden shape in one click and there probably will be ‘pinching’ if you cut the way through.


Okay, i thought ngons wherent user that much and still needed to be avoided as much as possible. So I need to apply the subsurf to get rid of those triangles. I must say your mesh will certainly have a lot less polys etc.

thanks for the advice peeps

Sorry one more… :slight_smile: did you make those ngons using bridge loop tool by selecting a couple of edges at a time and than bridge them?

I usually have two verts of different initial parts connected by f and then Ctrl select vertices which will form one ngon; f again to form face and just move on.
Knowing ahead that ngon faces tend to ‘overflow bottlenecks’ i place new edges accordingly.
If there is some ngon weirdness left i cut ngon using J key.
For this type of shape you could try initially make one big ngon face inset it and then cut holes using knife to get space where smaller openings are; then just connect them.

Bridge is fine tool but you need to select equal amount of verts which is too demanding (clumsy?) for getting result fast. Some kind of visual feedback would be needed like green light when two not continuous selections have same amount of verts. Daydreaming, most likely.

okay thanks for the tips, ill try to remember them and use them. Thought all still was about quads and avoiding ngons :slight_smile:

Next issue im facing is adding a armature to the lamp and let a curve follow the bones correctly. Trying some online tuts and see if they can help.

Thanks for all the responses!

You just have a bit more cutting work if you want it all quads… Ngons allow to change mind (and flow) easily.

Have you seen this video http://getblended.org/2012/08/armatures-and-deformation/ ?

Just checked it and it has some nice tips as well. But i would like to have a curve be moving and following 2 mesh meshes as if its a tube or electric cord. Did found something about hooks and tried to add those to the bones. To bad the effect still wasnt what im looking for

If wire/tube is free hanging that would be approximated parabola, a bit swinging or stretching (drivers used to animate?); if it lays on the ground, well, i don’t think there is much more as the Hooks and, probably, some Rigid World bricks could be attached to simulate something. Just an idea. Not much into animating things.

Took a bit for me to get back on this. i made some test with all kind of different setups. I cant get it done with a curve the way i want it and even with IK bones its still not moving like i wish it would. Option 6 is, for know, the best working one i got

Attachments

Test_curve_armature_HookBOnes.blend (689 KB)

I got it a bit further after quite some fiddling. Know i need to let that rope-armature follow the other one :slight_smile:
When i try to move the bones according to the lamp and add keyframes it keeps jumping back to a different position. Im lost here
I attached my scene and a screengrab.

Attachments


Scantling_S_Armature1.blend (1.16 MB)