smoothing and quads, or tris?

hello,

are there people kind and willing enough to provide me with some help? i have ran into a few issues, or to be more accurate, my skill limit and/or knowledge limit.

currently i am creating a spacecraft, and with this model i learned myself everything i can currently do over the timespan of about a year and a half.

now the trouble is, i am running into modeling issues from my very beginning, which i don’t know how to fix, its basically that my model consist solely out of a mix and match of ngons, quads and tris, and it isnt smooth.
but i know it can be by converting and making quads with tris in them, i however dont know how to properly convert anything to quads, the tris parts afterwards is easy, if it is necessary at all…

i want to get as close to this surface as i can without ruining the model, but i dont know how:
[ATTACH=CONFIG]376668[/ATTACH]

what i currently have:



i also provide you with part of the whole thing, the wings.blend to let you guys show me what i have to do and/or create a example for me, and see the details of what is going on.wings.blend (3.97 MB)

i thank you in advance and hope you guys are able to help me, and i dont have to delete and redo the whole thing…

The good thing is that you’re creative.You can fix the mesh but it will take more time to fix it then to redo it.

You don’t have to delete it,you can use the original as a guide.

Here is the main body for example:

Attachments

Main Body.blend (321 KB)

thanks, i didn’t know being creative was a good thing with this, well, to some point i do, but creativity only gets you so far. :slight_smile:

as for it taking more time to fix it then redo it… i am kinda stuck with the animated parts and their “bays” and inset parts, i could try and quad around them, though i imagine this would be very hard at certain areas, like the headlights for example…

do you have any tips for these?, also, i was already kinda afraid you’d say use the old as guide reference and build the new around it…
but how did you do create that “main body”? i understand it follows the original… i cant really wrap my head around its construction though… did you start with a cube? or a sheet?
can i delete the faces and edges, keep the outside ones and rebuild the innards properly? and if that is doable, how to start, make a knitwork of quads?

again, thank you :slight_smile:

ps, can i edit a animated object? (say a hatch) if i edit the object to fit with the new surrounding mesh, will the animation data stay the same or will i have to redo the animating?

Well Blender is basically for art,it can do a few other things like simulations but at its core for art.You’re only limited by your creativity once you get a grasp of blender.

as for it taking more time to fix it then redo it… i am kinda stuck with the animated parts and their “bays” and inset parts, i could try and quad around them, though i imagine this would be very hard at certain areas, like the headlights for example…

There are always workaround,you can for example get away with minimal polygons to achieve the shape you want withe the subdivision modifier but in exchange you need good edge-flow and topology/geometry.

do you have any tips for these?, also, i was already kinda afraid you’d say use the old as guide reference and build the new around it…
but how did you do create that “main body”? i understand it follows the original… i cant really wrap my head around its construction though… did you start with a cube? or a sheet?

I started with a cube and then dragged the vertices where they were needed,after that i extruded it and kept repeating the same steps until i got the shape.I’ll post an example below

can i delete the faces and edges, keep the outside ones and rebuild the innards properly? and if that is doable, how to start, make a knitwork of quads?

You would need to delete allot of unnecessary vertices,which is why it is faster to just redo it.

again, thank you :slight_smile:

No problem

ps, can i edit a animated object? (say a hatch) if i edit the object to fit with the new surrounding mesh, will the animation data stay the same or will i have to redo the animating?

Yep,you can change the mesh in edit mode and the animation will stay the same.You will however mess up the animation if you make any changes in object mode.

Attachments

overlay.blend (536 KB)

hurray for imagination then :smiley:

There are always workaround,you can for example get away with minimal polygons to achieve the shape you want withe the subdivision modifier but in exchange you need good edge-flow and topology/geometry.

I started with a cube and then dragged the vertices where they were needed,after that i extruded it and kept repeating the same steps until i got the shape.I’ll post an example below

You would need to delete allot of unnecessary vertices,which is why it is faster to just redo it.

Yep,you can change the mesh in edit mode and the animation will stay the same.You will however mess up the animation if you make any changes in object mode.

hmm, i know the key vertices and shape points, and seeing your exampled overlay (overlaying that example was the first thing i did with the first file you uploaded to see what you did :wink: ) it actually seems easier then i thought.
also good to know only the origin, size and rotation matters for animation(object mode), and not the mesh (edit mode), this means i can just redo the whole shebang where needed and leave the animations intact where applicable.

now lets hope i can actually pull this off and make it look good… those headlights were a pain as is :confused:

one more thing, when subdividing a cylinder for example, from 32 edges to 64, how do i make the added 32 extra edges add to the roundness, aka creating a smoother effect?

You’re not supposed to apply the subdivision modifier,also you shouldn’t need a cylinder with 32 or 64 vertices to create a hole (it’s shift+alt+S > num1 > enter to turn something circular btw)

Here is a mesh with smooth circles cut into it,it’s not perfect (hence the ridge on the inside) but it looks pretty good with minimal vertices.

Attachments

Holes.blend (458 KB)

i wasn’t talking about creating holes, i was talking about upgrading quality/fidellity/resolution by adding more vertices to a given object, say a cylinder to make it rounder.

for holes i need to learn how to regularize, or whatever it is called (read about in in a tutorial, havent used it yet), as for the subdivision modifier… what’s that?

i use mirror modifiers and booleans to subtract stuff and later mirror it, from any given shapes to get my results… thats about it XD
i tried the subdivide once or twice, but it looked horrible, no doubt due i wasn’t using quads and it garbled up whatever i tried to use it on :/… so i gave up on that… and the few times it did look good, whatever i had embedded on the surface, like hatches started to stuck out like sore thumbs…

oh and i like the bevel modifier once in a while…

also, those holes… they’re better and the whole thing is smoother then anything i did :confused:

The trick is to only use as many vertices as you need,you can for example create a rounded corner using only 4 vertices.

Holes aren’t that hard,you can use the shrinkwrap modifier to stick circles onto curved objects without messing up the topology.

Mirror is good to make your workflow a bit faster,boolean messes up geometry so i don’t use it personally.Yeah,the subdivision looks ugly with ngons and bad geometry.

Bevel is good for making corner blunt on smaller details objects that are noticeable.

The holes were created by combining smooth with the subdivision modifier and good-ish geometry.

it all boils down to experience then, especially on the "creation of good geometry"side of things,

experience in both modeling with and without modifiers is what i need most is what i can conclude, ill go do and look up more tutorials about modifiers and the creation of “proper” geometry, i can only become better this way, not worse ;).

thank you for the awnsers you gave me a good nudge in the right direction.