Backhoe Contribution - duerer - Wheels / Rear Axle

Collaborations

This thread is dedicated to the wheels and the rear axle of the backhoe project.

  • Ingmar Franz(duerer) replied

    Two new parts (highlighted in the image below) connected but they need further tweaking:

  • Ingmar Franz(duerer) replied

    Yes, @theluthier and blanchsb , that's exactly what came to my mind when I saw spikeyxxx's very detailed review 👍. I was really fascinated how  you, @spikeyxxx , spot even the slightest discrepancy and explain it right on the point what's wrong together with a clear proposal on how to solve the problem. Thank you, spikeyxxx , blanchsb and @theluthier for the feedback and the encouragement 😀 !

  • Ingmar Franz(duerer) replied

    The bottom part of the gearbox needed some reshaping. This is the still unfinished status so far:

    File is here.

  • Ingmar Franz(duerer) replied

    This is the current status of my rear axle as a whole:

  • Ingmar Franz(duerer) replied

    The gearbox is now one connected mesh, but not yet all quads. Nevertheless, the "Shrinkwrap Modifier" does a good job:

  • Ingmar Franz(duerer) replied

    This is now also one mesh:

    The wireframe is from the skrinkwrap target which is just a copy of the old separate main body. I worked with vertex weights and different projection methods ("Nearest surface point" and "Project" along local axes). Maybe some smoothing will be necessary after applying the modifiers. File is here.

  • spikeyxxx replied

    There is a 'strange' quad here:

    and a 5-sided pole directly at the 'transition area/point'.

    I played around a bit and came up with something like this:

    Got rid of the first Shrinkwrap and reduced the Subsurf to 2 levels and then it looks like this:

    But your biggest problem is this extra Face that shouldn't be there:

  • Ingmar Franz(duerer) replied

    Thank you, @spikeyxxx, this looks much smoother than before! The first "Shrinkwrap Modifier" was just for keeping the original shape as much as possible. Don't I come too much off from that shape if I delete that modifier?

  • spikeyxxx replied

    You will deviate from that original shape a bit, but see how you like it. Remember that these are cast iron shapes, with maybe some of the shapes welded on. That is a different look than the thin, pressed metal plates that form the outside of a car. And Shrinkwrap might ruin that effect.

    Also using the Shrinkwrap Modifier with Vertex Groups or even Vertex Weights is very dangerous. I used it on my ' Bee-hicle' project, but it was a frustrating experience of applying the Shrinkwrap and re-adding one, several times. Don't get me wrong: it can be done, but like all magic: it comes with a cost...

  • Ingmar Franz(duerer) replied

    You're absolutely right, spikeyxxx , with being very carefull with vertex weights. I'm currently experimenting a lot in order to avoid any steps due to shrinkwrapping or, if I can't (easily) avoid them, bring me at least into a good position for final polishing after having applied the modifiers.

  • Ingmar Franz(duerer) replied

    The gearbox consists now only of quads, but the shrinkwrapping still needs some tweaking, especially at the yellow pads on both sides of the gearbox:


  • Ingmar Franz(duerer) replied

    And this is my rear axle now with the all-quads gearbox:

  • Ingmar Franz(duerer) replied

    This is now one continuous all-quads-mesh:

  • Ingmar Franz(duerer) replied

    Another part connected to the left:


    Only the gearbox side ring still has  to be connected

  • spikeyxxx replied

    That is looking really good duerer! Both the shape and the topology.

    I love this slight 'bulge' in this 'new' part when it goes from 'square' to circular; gives it this almost organic look of cast iron.

  • Ingmar Franz(duerer) replied

    Thanks a lot, spikeyxxx 😀!

     I had to dissolve many edges at the green-blue part on the left side and bring the circular shape back to perfect circles with "Loop Tools". The edges (marked with a more saturated yellow) are beveled. I duplicated one edge area and used it as snapping target for the resting three in order to get an even look.

    At the magenta bolts holder, I made the edge loops run down straight from the holes to the axle bottom instead of directing them into the corners nearby because this caused a lot of edge stretching so that some faces were overlapping which was clearly visible. 

    The holding edges at the corners  of prodtruding parts are always a challenge, escpecially when they run into curved surfaces. I have a mix of solutions which all aren't 100 % perfect (I don't know whether this is possible at all?) but some slight pinching is only visible if you come very close and  I can at least live with it. Maybe you can have a look at it when I post my finished file?

  • spikeyxxx replied

    The holding edges at the corners  of prodtruding parts are always a challenge, escpecially when they run into curved surfaces

    How true and I think you solved that quite beautifully!

    Here's an example of what I did:

    When using one of the extreme Matcaps you can see some stretching, not even a lot. But now look at the mess I made of this in Edit Mode:

    I'll be happy to take a look when you're finished, but what you've got so far looks great, I can tell that from the screenshots already.

  • Shawn Blanch(blanchsb) replied

    Whoah.

  • Ingmar Franz(duerer) replied

    I use the "Shrinkwrap Modifier" in order to project the outline of the cutting surface of the part that I want to connect to an object and do the same with a scaled up version of that outline as holding edge loop.  Round objects are easier to connect since they don't cause as much stretching as objects with angular cutting sufaces.

  • Ingmar Franz(duerer) replied

    I added recesses for the gearbox bolt nuts, but it's not yet all quads: