Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 27-09-2011 , 04:10 AM
Subscriber
Join Date: Aug 2011
Location: Los Angeles, CA
Posts: 27

Engrave numbers on a curved surface

Hello all,

I'm trying to engrave some numbers around a cylinder to make it look like a the kind of lock you use for a suitcase for example:
user added image

Any advice on that? Do I have to use the smooth modifier at level 10 or something? I'd like to have it be part of the geometry and not via texturing (displacement maps/bump maps) if possible, what would be the best way for such a thing?

Note that my surface will be a smoothed cylinder not a 10 faces polygons like on the picture.

Thank you very much.

# 2 27-09-2011 , 04:39 AM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
One way would be to use the text tool, write out your numbers, then use a bevel operation to create the thickness of the numbers. Then use a non-linear bend to bend the beveled text around your cylinder, and then use a boolean operation to cut the deformed text into your cylinder.


Imagination is more important than knowledge.
# 3 27-09-2011 , 08:18 AM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
I know you did not want to use bump maps but here is something I tossed together really quickly using a bump map and it does not look to bad and would be far lighter then trying to model the numbers in. I did this is like ten minutes so it's not set up like your lock but more like a briefcase tumbler. I also just grabbed times new roman font so it does not match your reference.

This holds up very well even at the shallow angle of the on 3 1 6 on the top row.

If you add a normal map to this using the low poly mesh you can do this in around 52 polygons per tumbler.

user added image user added image

Displacement mapping would be the next easiest and it would create physical geometry. However, Maya's software displacement is kinda hinky. Mental ray's displacement node is better quality but then you are locked into mental ray as your render engine.

NextDesign's suggestion would be the best for actually modeling the numbers. You can just make convex numbers and then cut the result in half and reverse the normals to get the inset number. It is just getting the bevel around the outer edge will be hard and then trying to unify them will also be tricky. I would try to make a long strip and then use a bend deformer to create the ring.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 28-09-2011 at 12:28 AM.
# 4 27-09-2011 , 09:37 AM
honestdom's Avatar
The Nurb Herd
Join Date: Oct 2007
Location: London
Posts: 2,381
you could just model the whole thing flat. use a bend deformer.input pi in the curve attribute and you get a cylinder.

# 5 27-09-2011 , 11:12 AM
murtaza's Avatar
Motion Graphic Designer
Join Date: Sep 2010
Location: Kabul, Afghanistan
Posts: 40
to be honest I am agree with bump map quicker, but Answer of NEXTDESIGN and HONETDOM are good.
just use deformers and there u go.

user added image


Moh.Murtaza Mohammadi

knowledge is power
# 6 27-09-2011 , 05:25 PM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
I already said "I would try to make a long strip and then use a bend deformer to create the ring." at the end of my original post.

Also, if you want a game quality low poly model. You could use floating geometry for the hi poly concave numbers and normal map them along with the hi poly tumbler onto the low poly tumbler.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 7 27-09-2011 , 05:26 PM
Subscriber
Join Date: Aug 2011
Location: Los Angeles, CA
Posts: 27
Thanks everyone for all those replies, I'm going to try those methods and see what looks best, hopefully today if I get a break from work.

# 8 28-09-2011 , 02:55 AM
Subscriber
Join Date: Aug 2011
Location: Los Angeles, CA
Posts: 27
So I tried 2 of the 3 methods, the last one being the one where I apply the numbers on a strip then bend it to make a cylinder.
The boolean worked well but if I have to connect all the edges from the boolean operation to the edge of the cylinder I'm losing the roundness of it in some areas.
user added image

The bump looks god from far away but if I get too close the edges are not sharp at all, I have a smooth iteration of 4 and for some reason it doesn't let me go higher.
My bump map looks just like diffuse map with sharp edges, didn't add any blur to it.
That's how it looks:
user added image

What do you think, how could I get a clean result?

# 9 28-09-2011 , 03:04 AM
ctbram's Avatar
Moderator
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,998
For the bump it's not smoothing but texture resolution that controls how it looks close up. But you cannot get to close because a bump map is an illusion of light and is given away if you get to close or in silhouette.

With the boolean method you are going to have trouble unifying the numbers to the surface because you are going to get a ton of geometry.

You should rarely if EVER, need to smooth to 4 levels of subdivision.

If you do try to unify the number to the surface you should do it BEFORE you apply the bend modifier. But you are going to get some hellishly heavy geometry!

NOTE:If you blur the bump map image it will soften out those edges.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 28-09-2011 at 08:05 PM.
# 10 28-09-2011 , 03:16 AM
Subscriber
Join Date: Aug 2011
Location: Los Angeles, CA
Posts: 27
Ah I think I've found the perfect way to do it! I've heard about splines before for detailing geometry:
https://cg.tutsplus.com/tutorials/aut...el-in-3ds-max/

Hopefully the techniques used here will apply to Maya too, I only have 4 more days for this project and still a lot to go...

EDIT: Just realized that's was one of your proposition ctbram for reversing normals, my bad user added image didn't understand it that way the first time. I guess i'll model the numbers then...


Last edited by keld; 28-09-2011 at 03:29 AM.
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads