Tip: Build it by starting out with a flat plane and then bend it with the bend deformer to a cylinder. Start by calculating the circumference of the cylinder (π * the witdh of the cylinder), this is the width of your plane. The height of the plane is just the height of the cylinder. Do all the modeling you like on the plane, extrusions etc, when you’re done, create a bend deformer with the plane selected (deform > non-linear > bend), scale the deformer in xyz so that it matches the width of the plane. Bend 360 degrees. You might have to change the orientation of the deformer by rotating, once you start bending it’s fairly easy the see on the gizmo how it needs to be oriented. When done, make a duplicate of your newly created, detailed cylinder and merge the borders that came together after the bend. Bending this way you ensure that all the detailing ends up as closely as possible to match a cylinder, and it’s sooooooo much easier to build things flat.
I've been using Maya since college in the year 2000 and never heard of this type of problem solving. Too many tutorials are based on making cool stuff and not the technical aspects. Thanks for this!
Yeah I hear ya but Maya has Conform under Mesh - Conform. However, this works only if your surface does not have any depth or details like in this case. Also, topology still has to be properly set, more or less. If the mesh has large gaps or imbalance in the spread, the conform tool will still give the same shading issues you see in the video. If there is pinching on the balanced mesh, a conform tool can fix that, sure, especially in combination with Vertex Average or Sculpting Brush. Hope this helps.
I’m not any good in modeling but I just watch you all nights before sleeping, it’s just beautiful and peaceful, even just your color set in maya makes me chill. One of the channel on whole TH-cam I love the most. You’re huge man
If this surface were spherical it would pinch more.....and the ultimate thing to correct it is to shrink wrap the subdivision to a master clean surface with overall shape :)
This is incredibly helpful! I struggle a lot with my topography, and never seem to be able to make a detail addition without introducing triangles in some way. Focusing on the technical aspect of how to combine verts to make an all quad mesh with proper edge flow would be super appreciated as you seem to have a solid handle on that. Thank you!
Is there a way I can get your preferences and setting for the colours you're using for the selection of edges and faces? I think it looks clean and neat. Also, what materials are you using and how can you set them as defaults for all your projects?
Tip: Build it by starting out with a flat plane and then bend it with the bend deformer to a cylinder.
Start by calculating the circumference of the cylinder (π * the witdh of the cylinder), this is the width of your plane. The height of the plane is just the height of the cylinder. Do all the modeling you like on the plane, extrusions etc, when you’re done, create a bend deformer with the plane selected (deform > non-linear > bend), scale the deformer in xyz so that it matches the width of the plane. Bend 360 degrees. You might have to change the orientation of the deformer by rotating, once you start bending it’s fairly easy the see on the gizmo how it needs to be oriented. When done, make a duplicate of your newly created, detailed cylinder and merge the borders that came together after the bend.
Bending this way you ensure that all the detailing ends up as closely as possible to match a cylinder, and it’s sooooooo much easier to build things flat.
Yes, and no. If you don't have proper topology to support the details you'll still get shading errors even with this method.
@@filipstamate1564 Yes, if you don’t have proper topology to not having shading errors, you’ll have shading errors. Correct.
This is one of the biggest struggles I have when modelling, this definitely helped. Now onto the hands on training😦 wish me luck
Thx for the details Mario ❤
Thank you, Mario !
I've been using Maya since college in the year 2000 and never heard of this type of problem solving. Too many tutorials are based on making cool stuff and not the technical aspects. Thanks for this!
thank you guys! can you please share your setup for colors of the edges choosing etc. I like it and want to use :)
Mario's colors setup is here: th-cam.com/video/MSA9oANZaPE/w-d-xo.html
@@super-six-four thank you!!!
@@dlinzp welcome
damn, you are back
Sir please upload videos related to uv unwraping
Your work is amazing. I am a beginner and I am interested in the question. How long have you been doing 3D?
Could you model your detail on a flat plane and then use bend deformed to bend it into a cylinder.
很不错的方法感谢大佬分享
5:11 what mode or type of tool is this? is this target weld?
Yep Target Weld
Miss ya sir ❤
When will you release new c4d course? Please Reply.
Please make New Tutorials modeling in R23🙏🏻
Broooooooo miss you ❤️
Nice!
What tool are you using from 5:14 and onwards to be able to drag and merge vertices like that?
looks like it might be the target weld tool
@@psychopathicmustache Thanks! I'll give it a go to see how it works
in 3ds max one can conform pinching/bloating parts to a perfect cylinder.. never found something like conform brush in maya
Yeah I hear ya but Maya has Conform under Mesh - Conform. However, this works only if your surface does not have any depth or details like in this case. Also, topology still has to be properly set, more or less. If the mesh has large gaps or imbalance in the spread, the conform tool will still give the same shading issues you see in the video. If there is pinching on the balanced mesh, a conform tool can fix that, sure, especially in combination with Vertex Average or Sculpting Brush.
Hope this helps.
use conform tool
One like 😎👍
perfect wait more of you ♥
I’m not any good in modeling but I just watch you all nights before sleeping, it’s just beautiful and peaceful, even just your color set in maya makes me chill. One of the channel on whole TH-cam I love the most. You’re huge man
If this surface were spherical it would pinch more.....and the ultimate thing to correct it is to shrink wrap the subdivision to a master clean surface with overall shape :)
Amazing Topology and Shading tips Sir thank you ❤
I don’t even use Maya, but I have learned so much from your videos! Thankyou.
This is incredibly helpful! I struggle a lot with my topography, and never seem to be able to make a detail addition without introducing triangles in some way. Focusing on the technical aspect of how to combine verts to make an all quad mesh with proper edge flow would be super appreciated as you seem to have a solid handle on that. Thank you!
How to change matirial colour so quickly?
ctrl+shift+5
Is there a way I can get your preferences and setting for the colours you're using for the selection of edges and faces? I think it looks clean and neat. Also, what materials are you using and how can you set them as defaults for all your projects?
Unknown email address. Check again or try your username
when I am opening your site .
whath i have to do sir?
Can anyone give me a review of the Maya course?
Would you share your prefs folder
hope you are doing fine Mario
Thanks for this info:)
Yay!!!
Yes!
So, the subdivision is the only solution to avoid pinching?
no you could cut and then manually solve any tris or 5 sided polys .
Hi, Mario I wish to thanks for you amazing work and I wanna question you about your course on Yiihuu if you recommend it
Hi Angel. Please note that elementza.com (link in the description) is my official website.
@@Elementza hey Mario, when will your c4d course be available for purchase! Reply Please. Thanks 😊.
First one!