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Help with poly modelling

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Posted (edited)

I'm super new to 3D modeling and C4D. I'm trying to have the back end of the spray bottle curve but while keeping the wide bottom but as you can see the horizontal loop cut keeps sticking out. I can remove that one horizontal segment of the loop cut to achieve my curve but then it throws off the shape and gets super ugly when I subdivide it. I tried to add more loop cuts to straighten it out but it won't let me add the loop cut bc I'm assuming it needs 4 sides to complete it.

Any suggestions would be greatly appreciated.

Gen Bottle Bezel.png

Edited by Cerbera
Re-titled for Accuracy
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Posted (edited)

Here is the reference IMG I'm trying to model. Having trouble keeping the wider bottom of the sprayer and also have the curved portion of the back of the sprayer.


Any help is greatly appreciated.


Edited by Cerbera
Removed broken links
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Yeah, what you are doing now isn't going to work. The edge flow needs to follow the corner curve all the way across the model or meet it a better way.


Your ref images are both broken, so pls upload (only jpgs) that show the item you are trying to model.


Or is it something like this model I knocked up last year or so ? because if it is, this topology is the kind of thing you need.






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Thanks for your reply, your time and knowledge is GREATLY appreciated. So in what order would you proceed? I started with the cube and got it thin and long enough to match the width/length of my ref image. I then first tried to add the bezel to the back of the sprayer but realized I couldn't expand the bottom so I then widened the bottom first then tried the bezel. None of these approaches seemed to work for me, i'm sure i'm missing something simple?

Your models look nice and clean, I hope to get there soon! This stuff is fun but SUPER tedious.


Genesis Ref1.jpg

Genesis Ref2.jpg

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No, modelling is simple at one level, but mastering it can take an entire lifetime, and even to get basically good at it takes upwards of a year - it is a very complex subject at its more advanced levels.


I am busy with client work most of today, but can quickly show the starting points for this... bear with me for 10 mins while I sort that out...



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Start in right view, with a disc like this, 16 sides, an arbitrary inner radius set, then make editable.




Delete all the polys except these 4...




Now we need to ctrl drag some edges out,  like this...




...and now we need to fill in the gaps with topology specifically like mine below...




...and that's how we get round the corner whilst maintaining quad polygons, which is what we need here for use with the subdivision surface object we are going to add later in order to add smoothness to this model. And here we come upon the first lesson of Route 101 modelling - work with as few polys as you can, and let subdivision do your hard work for you !


Also note that the specific way I topologised this supports the bends and curves we need to add later in the process.


If you struggle to do that, you need to go on YouTube, type 'c4d poly modelling tutorial' and watch a few basic modelling tutorials so you know how to use tools like bevel, slide, extrude, symmetry and the knife tools etc, which you would use to make this.


I will have some time later to come back and show you the rest, but hopefully that sends you starting out in the right direction, or failing that any one of the more-than decent modellers here can continue as and when they read your post...



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BRILLIANT! I would have never thought about starting with a disc! Thanks, I'm working through it now and hopefully by the time you're back on I have some progress made. I can't thank you enough.

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Next, I added some additional loops via Edge Cut command to give us regular even polygons, which is what SDS wants to work best, and added some border control loops, which tell Cinema what to do with the corner sharpness when subdivided...


Here is what that looks like, before and after it is made a child of a Subdivision Surface Object... and that is how we work with relatively few polys, and still get a lovely smooth curved result.




Note what is most important about this mesh, which is that the highlighted edge is dead straight, for it is that edge we need to rotate out from in the next steps...



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But first, now is the time to get some symmetry happening, which will half our modelling work from now on and provide a perfectly symmetrical final mesh.


Poly mode, select all polys (ctrl-A whilst mouse over viewport) and move them out from World Centre a small amount. Then, back in Object Mode, hold Alt, and add a Symmetry Object to the scene which will parent it to your mesh, and provided the symmetry axis is set correctly in the tool options, should make a mirror image of that mesh appear beside it, like so...




Now go back to poly mode, select all polys and move the mesh until you have set the width of the object to look roughly right like above...


Next we need to rotate out all the polys under that selected edge. In edge mode, with that edge highlighted find Fill selection, and click once under the line to select all the polys there. Now we need to move the modelling axis to the line so we can rotate from it, which we can do from the Rotate Tool Options.




Now the axis is in the right place we can rotate that poly selection out to create the flared sections, like so...




Next we can bridge to the centreline to make the rest of the shell for that part...




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Let's make sure our Symmetry is set properly with these options ticked...




Then we can use path select in edge mode to select these edges, then hold Ctrl, and drag them towards the centreline a bit. Then we can use the coordinates Manager to enter an X-scale of 0, which will straighten the edges on that axis, after which we can move them to the centreline, where they will snap into position, and we have the outer surface of a solid shell where we need it...




Now you can move all the side polys out to perfect the width of the object, and move on to adding thickness to which parts need it - however I need to see the front of the object to know what needs to be there first, so for now, I can only advise selecting the Symmetry, holding Alt and dropping that under an SDS object, which will give us this lovely smooth result.




You will see I have used loop cut (edge distance mode) to add one further control loop, which tightens up the creases a bit ore under SDS...


If you need the flare bit sharper you would simply select the edge loop along the fold line and bevel it a small amount (solid mode, 1 segment) and that would become very sharp too, the bevel amount defining how much so...






Hope that helps...




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Here is what I was able to achieve with the guidance you provided yesterday in regards to starting with the disc. I didn't use the symmetry tool though, I simply extruded with caps.  I do have to clean up some areas, especially near the bottom of the sprayer where it meets the sprayer base. I can see that it isn't as smooth as it should be and perhaps due to some of my line segment placement.

I just saw the rest of your steps now and will re-attempt it to see if I can get it to be much smoother and cleaner. 

Is there such a thing as order of operation that you would normally follow? In other words, don't add a subdivision surface or bevel until the majority of the shape is complete? or does that not matter? I'm just trying to wrap my head around my approach. I'm sure it changes from project to project, but I was wondering if there is a "standard" workflow that may help when modeling?


I can't stress this enough, you're time is greatly appreciated.




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