View Full Version : Please offer me advice!! Modeling a golfclub

04-15-2007, 03:34 AM
Hi everybody,

I'm very new to LightWave 3D, but I already love the program...I just am not good at it yet.

I'm trying to model a golf club for a client, but I'm having a hard time getting it just right. Hopefully somebody can tell me how they would go about modeling the club (I have some links to pictures below):


I've tried splines to create the face and sides, but it never looks smooth. For you pros out there, this is probably child's play. I've looked at as many tutorials as I could find online...I'm running out of ideas.

Any advice would be great!!


04-15-2007, 04:58 AM
Hey Austin, it would be easier if you showed us what you have come up with so far.

It's not a big problem modeling those, although the render is pretty savvy.

If you are new to LW it might be a bit of a mouthful/earful otherwise.


04-15-2007, 05:15 AM
Yes it would be easier if we could see what you've got already, my guess would be you're trying to work with too many polys.

I'd box model it, start with an elongated cube, metaform subdivide once and you'll find it's already pretty close to the shape you want. Everyone has their own techniques though so use whatever methods you're comfortable with!

04-15-2007, 05:18 AM
OK, so you might want to make a cube shift "x" , hit shift "d" and metaform subdivide it as the cube appears below.


... next


04-15-2007, 05:22 AM
Then select 2 polygons on the side and hit shift "f" to smooth shift them out from the cube a bit.


Then hit "tab" to "subpatch"...



04-15-2007, 12:15 PM
I've uploaded a screenshot of what I have so far...I've tried a few different ways using splines.

The first one started out ok (so I thought), but then I realized that I couldn't smooth out the top left edge:


Then I tried using much longer splines to create the entire curve, but then realized that I couldn't smooth the bands together:


When I try to create one spline for the length of the club depth, it never follows the right curve along the top:


I'm not used to box-modeling as you suggest, but I might have to learn quickly. Unless you guys know something about spline manipulation I don't know.

Thanks for the truly helpful advice!! I really appreciate your help!

04-15-2007, 02:58 PM
Yes you have pretty dense meshes there, it's fine if you get it right straightaway but if you have to tweak the shape it's very difficult to keep it smooth. Give box modelling a try, Meshpig has given you a good starting point. The trickiest bit will be getting the handle to attach to the head exactly right. I might try creating a separate cylinder and bridging it onto the clubhead, that at least ensures your handle has a perfectly circular cross section!

Good luck! :D

04-15-2007, 03:58 PM
You can keep up with the spine modeling, but with a mesh that dense it will be hard to tweak. Try your spline approach if you are more comfortable with it but reduce the mesh divisions and let sub patching do the rest, that way you can manipulate your model eaiser. Since the club head is very organic subpatching is the way to go, and you can always add more geometry as you need it with the many tools available in modeler, such as bandsaw, cut, or add edges what-have-you, depending on what you need.

04-16-2007, 04:05 PM
Just sending a quick update to show that your advice has helped:


I did the box-modeling method, and I must say it's much easier than splines for this project.

Now, I just need to add the details to make it photorealistic. I will probably have some questions then, too! Thanks for your help, meshpig, BazC and Amurrell!!

04-16-2007, 04:59 PM
I did a golf club head a while back. I started at the face with a single polygon and multishifted the basic form, CC-subpatched and tweaked.