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3D Modeling F.A.Q (Last Updated: 2025 Jan 22 4:32 am)
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To the OP: I'd probably go a very similar route to airflamesred**. **However, in 3dsmax, I'd probably use a set of tools called PolyDraw, and start out by drawing low resolution strips of polygons, then bridging the edges, as in this very crude example I threw together (please excuse the horrible topology, but it was a really quick job). I also threw on a shell modifier to add thickness.
If I were really going to do this chair, I'd move the verts around to get the shape closer to the photo, add some supporting loops, and clean up the topology a little. Then I'd add a subD modifier. To get the details, like the holes, and the raised edges, I'd insert more geometry, and do basic inset/chamfer operations.
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It looks like you're doing fine so far. I'm surprised you're stuck in that spot. Just keep pulling edges in the shape of the chair. Pull out that edge where your mouse is in your screencap to create the "lip" on the foot of the leg, then continue to pull polygons out in an arc to shape out the back of the chair.
On a sidenote, you might wanna check out that triangulated edge on the leg. Looks like you might have overlapping edges or something funny happening there.
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Just curious if you got this worked out.
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Quote - Thank you to all. I test myself to model this object to follow this method of edge drawing in the Blender 3D. I arrived to this far, but now I am stuck as for the way of continuing. Good work all of you with examples. Can any one give help to what I should do now?
Sort the tri out, as Lux sais. Take out the faces on the right and use mirror or symetry and that buzzy face on the leg seems to have some sort of issues - unless thats caused by the vert selection?
This was not so easy to model as one might think. There are some peculiar forms the polygons must flow to get the legs right into the seat. This is my low resolution version of the chair. I think my fellow friends who posted examples, they helped me solve the issues. Only 106 polygons in the shape of the object right now, but I will be adding many more details to the surface, adding thickness to it, and try to get the holes in the back. That is not going to be easy i am afraid. I would like to see the feedback on my basic form.
The topology looks good. You can even reduce the edge loops on the back piece further by using just one horizontal loop where the shape tapers in the middle. Subdivision will smooth that part out for you anyway. The holes shouldn't worry you; just count out the number of holes you need, and add the required edge loops to create inset holes in the existing polygons (usually 8 edges are required for a nice round hole).
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I don't know if seeing this topology will help you at this point, because your progress seems fine. You've already done a good job, and with the minor adjustments airflamesred suggested to the edges, I think you'll have a low poly version ready to go.
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Quote - I finally got the opportunity yesterday to look at one of these style of chairs in the real world, and it gave me some new ideas about how to attack the geometry in order to get a more accurate shape, especially for the seat and legs. So this is a more serious attempt at getting a higher polygon plastic chair in 3dsmax. There is no thickness yet applied to this model; it's all single-sided polygons. I think from what I was seeing on the real example I have here, that the way I've run these edges into the legs will help keep a clean surface once it's thickened and smoothed. If anyone sees any potential problems, please let me know. I will be preparing the back for the holes, or maybe something different, but similarly intricate.
I don't know if seeing this topology will help you at this point, because your progress seems fine. You've already done a good job, and with the minor adjustments airflamesred suggested to the edges, I think you'll have a low poly version ready to go.
Yes, that appears very well. It helps me to get the seat better to see your work on the polygons from those views, but the help will be to do with the holes best. I thank you for all the help you can show.
Quite honestly, if you are planning on reproducing that exact style of chair in your photo, then I would consider detaching the back piece of the chair as a seperate object, so that you could subdivide it as much as you need to create those small holes. I'm assuming you know how to model holes in polygons without booleans to begin with. So just detach the back panel of the chair, then subdivide it so that you end up with as many polygons as you need holes, then just create as many holes as you want in that object by itself. This way, you don't end up running tons of edge loops through your entire chair just to create all those small holes in the back piece. It will save you polygons overall, and make things much easier. Otherwise, you're going to end up with an incredibly high poly object just to accomidate the holes.
If the object isn't for close-up rendering, and is only going to be used as a background prop, or seen at a distance, then you also might consider just using a transparency map on the back panel to create the illusion of the holes. It's up to you, and depends on your needs. Keep in mind also that these plastic lawn chairs come in dozens of different styles, so reconsidering the overall design of that back piece, as I intend to do for my chair, isn't out of the question.
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I have now the result I believe to be of good order, but for one trouble....Luxxeon, i would ask you to show me the close result of the manner in which the framework of the chair in the front seat meets the arm and leg polygons? It looks very good in your example above, but for the way in which my model is made, there are some problems in that area I don't know how to troubleshoot. I'm happy with all other parts now, but subdividing in that location leaves me wishing for a better polygon construction. If you could show me clearly from a different view how your model is constructed in that area, I think it will be completed, and I thank you.
Quote - I have now the result I believe to be of good order, but for one trouble....Luxxeon, i would ask you to show me the close result of the manner in which the framework of the chair in the front seat meets the arm and leg polygons? It looks very good in your example above, but for the way in which my model is made, there are some problems in that area I don't know how to troubleshoot. I'm happy with all other parts now, but subdividing in that location leaves me wishing for a better polygon construction. If you could show me clearly from a different view how your model is constructed in that area, I think it will be completed, and I thank you.
I think I know which part you are having trouble with; looking at your previous wireframe again, I can see my first quick try at this object had an issue in that same area, and I think that's the same part that airflamesred had alluded to early on in this thread. When I get back to my workstation later, I'll post a screencap of the wireframe from my current chair in that particular area, and show you the technique I used there.
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Well the bit I was refering to, was the seat section rolling around and down, on the sides as well as the front. Its a strengh thing. As Lux sais, there are many differing styles on this chair, but thats what I have always seen.
The problem only really arose when trying to do the whole chair in one sided polys (with a view to one step face extrude). A bit of manual geometry would be needed.
@Lux, I'm intruiged by your back panel idea. Is this semi floating geometry?
I thinkened my chair so that there are no backfaces. But I need to find reference photos of the chair from different angles. For now, I've been eyeballing the one posted here. Need to get the angle of the legs and back just right.
www.youtube.com/user/ShawnDriscollCG
I have abandoned modeling the chair to the photo in this thread, because it's just not enough reference to do it exact. Instead, I chose to model one based on a real chair I have here. Here are some close-up shots of the arm/seat/leg in the front. Keep in mind, this is still just single-sided polygons; I won't shell it until the modeling is all done. I just find it easier to work with the polygons when there's no depth. It may appear the chair has some thickness at some angles, but that is merely where I have extruded polygons to conform to the shape of the chair reference I'm using here. There's no smoothing/subD yet, but I plan on it.
Airflamesred, I will upload an example of what I mean for the back shortly. I haven't worked on this chair since my last post, but I plan on finishing the model today. I will offer it also as a free item for anyone interested in examining the topology first-hand. Critiques on the topo so far are welcome, and appreciated. So far, this is at about 150 quads with no thickness. I'm working on the back next, and moving some verts around for the arc.
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I actually did this for the top part of my ottoman model. It's separate geometry from the rest of the object. See it on TS, which has the wires, etc.:
http://www.turbosquid.com/3d-models/free-max-model-pouf-ottoman/735162
This allowed me to model in the buttons and creases, but keep the overall polygon count low.
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Quote - That is shaping up nicely, Lux. No issues with that topology. Clearly, the American version is different from it's european couterpart
Thanks, Mark. Don't forget I'll be subdividing it too, which will smooth out a lot of the squared corners. It's still quite boxy right now, but thanks! This was a bit of a tricky beast, and I'm still not sure what I'm going to do for the back yet. I want something unique going on there, but not just holes. Might do some kind of voronoi tessellated webbing or something.
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I'm preparing the model for SubD, and decided to change up the way I'm running the "support loops" in that leg and front area. I think this is proving to be a better solution for the smoothed result. At least compared to my reference chair here. The newly changed/added loops are in red.
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The back piece is going to be a little different than my reference, but I'll be adding detail to the seat too.
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airflamesred, that looks awesome! I like the way the arms on your chair bend into the arc at the top. I've seen a few chairs like this, which have a steep incline from the arms to the back/arc, and I've seen some with a much more gradual transition, as in the case of zandar's version. The reference I have here has a slight bend where the arms flow into the back arc, and the legs are a little thicker, with an overhanging "lip" around all the edges. It's really amazing how many variations there are. I really like the side profile of your chair. You did a great job with the transitional areas, where the legs meet the seat.
zandar, your chair is looking good too. I like how yours is similar to the posted reference photo in the way the arc of the back is very smoothly transitioned into the wider arms. I see what you mean about deformation occuring with the holes there, and even without seeing your wireframe, I can already guess why that is happening. Obviously, the reason your holes are getting messed up has everything to do with the underlying topology of your chair; the quad faces that make up the surface area in which you are creating your holes need to be EVENLY distributed, and square as possible. If your quads are all different sizes or rectangular, then your holes will be all different sizes and oval shaped. This is why, considering the shape of the back piece, I suggest to make it a separate object.
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Quote - I'm done, 8k poly count
NICE WORK, Mark! They look great, and good poly count. Did you use one or two iterations of subD? I gotta finish mine; got sidetracked with other models this weekend. I think I'm just gonna plug some holes into the back and be done with it. My reference doesn't have holes in the seat, only a beveled pattern, so not much work to do there. I was going to do something fancy for the back, but at this point I just wanna finish it up. Again, really nice work.
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I'm done (for now). 10,376 polygons. There are a few triangles in there; mostly because of the way I chose to do that back piece, but I'm happy with 99.9% quads for this. I'm going to revisit it later and probably do a different back before I release it as a freebie.
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Quote - I'm done (for now). 10,376 polygons. There are a few triangles in there; mostly because of the way I chose to do that back piece, but I'm happy with 99.9% quads for this. I'm going to revisit it later and probably do a different back before I release it as a freebie.
That looks like a freakin photo. What render engine do you use? Vray?
Great work from each one! It was an astonishing forum, and I learned very much. I thank you with all the help. Here is my gift of the chair object finally complete. Still not exactly the best, but I improve my own skills too. I always had some problems to start, but much less now. Created all in Blender 3d, and rendered with Cycles.
zandar, your chair looks great. The holes turned out interesting, and a clever presentation. Excellent render!
SinnerSaint: Octane render. Thanks.
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In XSI, I would have a thckness to the chair. Maybe from extruding the basic shape from a cube "all hail the cube" (That's a chat room religion.)
So lets say this was part of the back of the chair.... a cube with a bunch of polys and duplicate and then extrude to the center of the cube...
By the way, that method created a new set of polys between the merge/welds. There is another method to reduce that. Take your cube (all hail the cube) and select your polys and duplicate and translate as in the beginning. Make sure you have an edge around the side. Go to side view and select all the polys on the back side and back half of the side view (easy enough to do) and delete. Then symmetrise. then when you smooth, there will be a few less polys to deal with.
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How would you model approximately this chair in your given software of preference? Just curious to view how each one would challenge this chair. I look to model it in Blender 3D, but not decided yet how best to proceed to start.