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Wittywop
09-11-2014, 11:43 AM
hey all,

I could use a lil insight. I have really been enjoying making things that are subpatched but it seems very time consuming and I don't think i am modeling efficiently.

See attached pic. So basically I made a disc and beveled it, then maked the two shapes in the middle that I want to be holes in the disc and beveled them. Then i go around and select 4 points and make a poly. and repeat until i get it all made.

Is there a better way to do something like this other then connect the dots?

Thanks124181

Marander
09-11-2014, 01:09 PM
Hey Wittywop

Good question. Not much of a SubD modeler myself but maybe it's better to start with an 8 sided disc (since it's going to be subpatched). Is it something like this you try to do? I used drill - stencil for the inside discs and then get rid of the ngon and creating quads (as you said by connecting dots...).

(Drill on the Y axis)

124195

All quads but the polyflow / mesh doesn't look that beautiful. I would be interested in this as well.

Better solution anyone?

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Marander
09-11-2014, 01:17 PM
Pretty simple with only one hole though
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Surrealist.
09-13-2014, 02:24 AM
That is the general idea. The more you model the more you find faster ways. But subpatch is usually a matter of just doing a lot of patching and connecting to get anything complex.

You can look for some ideas in the tutorial in my sig. I try to break everything down to basics.

prometheus
09-13-2014, 07:52 AM
It would be great to have more tools for connection points, auto connecting with different options where you can set defaults as presets.
there is some multiply tools called fast triple fan and fast triple fan traverse, and some external free plugins to make those connections more quad like...but we could use more of those.

otherwise it is necessary to beware of geometric shape and the point counts, and then manually adapt connections to that, I guess it takes learning and understanding on how to best divide and add extra geometry the best way to match surronding
polys and points.

surrealist tutorials might be a very good starting point.

By the way Richard, your link "My tutorial on subpatch Modeling" seem to be broken.

here´s some useful scripts for poly sewing and subdividing...

https://www.lightwave3d.com/assets/plugins/entry/cm_polydivide/

https://www.lightwave3d.com/assets/plugins/entry/polysew/


most of his plugins...
https://www.lightwave3d.com/assets/plugins/author/carl-merritt/

jeric_synergy
09-13-2014, 08:46 AM
Is it the sheer labor of selecting that you have issues with ? (Join the club....)

In the massive Tony3D Subpatch thread (last month?) various workflows and tools came up that eased this, which now I've totally forgotten. But, for instance, Bridge can cut down on #of selections AND precision required (since you're picking Edges, not Points) AND you can select multiple Edges and get multiple quads. So, there's a huge increase right there.

"Perspicacious Quads" eases the point order requirements (any four points usually create a valid quad). (It replaces MAKE POLY here since it also makes ngons.)

In the example, it seems the outer disk has 20 sides and the 2 inner have 12-- there may be better combinations that create more pleasing subpatches.

Surrealist.
09-14-2014, 03:55 AM
Och... again.

OK thanks for the heads up. Fixed. :)

Amurrell
09-14-2014, 10:24 AM
If LightWave had a way of reversing a bridge function like Modo you could simply bridge it. In Modo I did and axis drill and then deleted the polys around the new shapes, bridged the shapes together and then bridged them to the outer shape. Tried it in LW and the bridge function always seems to screw me over. I know this doesn't help your situation, but it would kill a lot of time to do it this way if it worked.

JoePoe
09-14-2014, 03:30 PM
No reason why all the poly making in question can't be done with just a couple of clicks.
There are several plugs that can handle this type of thing.
More on that in a sec. :hey:

First things first....
I agree with everyone above... Start by bridging the two capsule shapes together in one step. This can, of course, be done with your original shapes .... 124254
BUT, because you ultimately want to join up with a circle which relies heavily on equal spacing between segments, the long flat sections are going to be a little odd.
I did it (and it works), but some of the poly angles are starting to get a little extreme when connecting to the outer circle shape.
So, if it were me, I'd add a couple of cuts to make the points a little more regular around your capsules, AND it makes the bridge nicer too 124256
Now my joined capsules make one shape with 24 sides 124257
So I made a ring with 24 sides (I've also multi-shifted in the capsules at this point) 124258

So, this is essentially the starting point of the OP.
Ultimately, Amurrell is correct, Bridging again would be easiest (and ideal), but we all know by now that Bridge freaks out when stressed, so.....

ONTO THE MAGIC :hat: (:D)
Use any one of these (They are all slightly different.... I'll let you experiment):
RailPoly (https://www.youtube.com/watch?v=vVCV1ZXLKzM) link to plug is in vid description (thanks Erik.... can't find this anywhere else)
QuadSkinPatcher (http://thespread.faulknermano.com/index2.html)
WeldStrip (https://www.lightwave3d.com/assets/plugins/entry/welding-tools/) part of the Kevman collection
LF_Batchweld (https://www.lightwave3d.com/assets/plugins/entry/batch-weld/) (what I used)
(there are others, but 32 bit only so I'm not going to list them)

I selected the two loops of points (be careful that they match up nicely.... i.e. start and stop in the same place) 124259
Ran Batchweld. One click and all my quads were made for me 124260.
This particular tool does exactly as it's named.... it welded the first loop to the second so I had to put my outer control loop back in 124261

So to rehash:
Bridge.
create ring with appropriate number of sides.
Select two loops of points.
Batchweld.

"Moral" of the story.... not one connector poly was made by hand :).

jeric_synergy
09-14-2014, 04:26 PM
ONTO THE MAGIC :hat: (:D)
Use any one of these (They are all slightly different.... I'll let you experiment):
RailPoly (https://www.youtube.com/watch?v=vVCV1ZXLKzM) link to plug is in vid description (thanks Erik.... can't find this anywhere else)
QuadSkinPatcher (http://thespread.faulknermano.com/index2.html)
WeldStrip (https://www.lightwave3d.com/assets/plugins/entry/welding-tools/) part of the Kevman collection
LF_Batchweld (https://www.lightwave3d.com/assets/plugins/entry/batch-weld/) (what I used)
(there are others, but 32 bit only so I'm not going to list them)

This list is PRECISELY what I've been wanting for two days! :bowdown:


So to rehash:
Bridge.
create ring with appropriate number of sides.
Select two loops of points.
Batchweld.

"Moral" of the story.... not one connector poly was made by hand :).
Aside from the one weirdness of one loop disappearing (I don't understand THAT), extremely satisfying results. As you say, MAGIC.

EDIT: OOoooooohhhhh, "BatchWELD". Got it.

Surrealist.
09-14-2014, 07:44 PM
Some very nice looking plugs. :)