@jackpham (jackpham) posted a new topic, subject "Help ! how to model this ?". It read:

   Hi everybody ! plz help me to model this UEFA football , i don't know the best way can do that … Thanks so much !
    
    Picture :  
    
    
    maybe it's will useful :

To which @NaughtyNathan (NaughtyNathan) replied

    Create Polygon Primitives > Soccer Ball  
    Edit Mesh > Chamfer Vertex (Width: 0.5)
    
    now you have this object as a faceted primitive, you just need to do a bit of mesh smoothing and bevelling for the seams, etc…
    
    :nathaN

Then @jackpham (jackpham) said

    NaughtyNathan:
    
    > Create Polygon Primitives > Soccer Ball  
    >  Edit Mesh > Chamfer Vertex (Width: 0.5)
    > 
    > now you have this object as a faceted primitive, you just need to do a bit of mesh smoothing and bevelling for the seams, etc…
    > 
    > :nathaN
    
    Thanks for reply so much ! but i don't have nothing . i must model it base on this picture . i'm doing but don't like that sample ( hexagon position ) . Please help me how to do that !!!
    
    this is my work :

To which @Kakkoii (Kakkoii) replied

    Anoter way you could do this is if you have Maya 2012, you can just create a sphere, draw out a star using the EP or CV curve tool. Then place that star above the sphere and use Edit Mesh>Project Curve. Then Shift+Select the sphere and Edit Mesh>Split with projected curve. Rote the sphere and do it for all the sides using the projection…
    
    But the example Nathan gave you is fine. Don't look at the hexagons, look at the blue space, they are stars, pretty much the same size stars as in your reference image.

To which @jackpham (jackpham) replied

    can you teach me step by step ? it seems easy but so difficult. hix ! plzzzz !

To which @Emil3d (Emil3d) replied

    Ok, I gave it a try and made it pretty quickly, now let's see how long it is going to take to describe it repeating the whole thing:hmm:
    [code] 
                  The instructions assume all menu and tool options are reset at default:
                  As suggested, Create &gt; Polygon Primitives &gt; Soccer Ball
                   Polygon menu &gt; Edit Mesh &gt; Chamfer Vertex (Width: 0.5)
                  With object selected, Polygon menu &gt; Edit Mesh &gt; Merge.
                  With all edges selected, Create &gt; Sets &gt; Quick Selection Set... , type "Edges Set" for a name, and press OK
                  In face selection mode with nothing selected, Polygon menu &gt; Select &gt; Select Using Constraints ... in the Constraint window, for Constrain choose All and Next, go to Geometry &gt; Area, check Active, and for Max enter 0.2. This should select all stars.  Keep the Constraint window open.
                  Create &gt; Sets &gt; Quick Selection Set... , type "Stars Set" for a name, and press OK
            edit: to make the stars as the referenced image:
        
    [/code]
    
    Go back to Constraints window > Properties > Order and choose Nsided. This should select all Ngons contained only in the stars.  
    Polygon menu > Edit Mesh > Transform Component, and using Attribute Editor or Channel box, in the polyMoveFace node change Local Scale X,Y,Z to 0.7  
    Go back to Constraints window > Geometry > Area uncheck Active, go to Properties > Order and choose Nsided. Also, make sure for Constrain, All and Next is selected. This should select all Ngons and you can close the Constraint window.  
    Polygon menu > Edit Mesh > Poke Face.  
    With object in object mode selected, Polygon menu > Edit Mesh > Add divisions (with 2 divisions)  
    With object selected, Animation menu > Create Deformers > Sculpt Deformer.  
    With object selected, Edit > Delete by Type > History.  
    Window > Outliner, click on the Stars set, then right click on it, and choose Select Set Members  
    If you don't see the faces, in the viewport, right click on the object and choose Faces.  
    Polygon menu > Edit Mesh > Extrude, using Attribute Editor or Channel box, in the Extrude node Change the Offset to 0.005, the Local Scale for X,Y,Z to 0.8  
    While still selected in face selection mode, Polygon menu > Select > Grow Selection Region. And you can use the opportunity here to assign a material to the stars.  
    Edit > Invert Selection  
    Apply Extrude again with the same settings as the previous extrude.  
    Window > Outliner, click on the Edges set, then right click on it, and choose Select Set Members.  
    Choose the scale tool and drag its middle box to make the grooves on the seams.  
    With object selected, Polygon menu > Normals > Soften Edge.  
    Press 3 on your keyboard
    [code] 
               More than half an hour to explain it:hmm:. I hope it helps.
    [/code]

@jackpham (jackpham) replied

    @Emil3D : Thank you so much . although your result is not true but i can study a lot of thing in your tutorial ! thanks again !  
    But i have a problem with hexangon :  
    
    
    my work :  
    
    
    i don't know how to smooth it , please help me cont. :  
    and this is my obj : http://www.mediafire.com/?ihn7cfd5zei65q6

@Emil3d (Emil3d) replied

    You want the stars like this:
    
    Just follow closely my instructions again from my previous post # 6. The changes added to make the stars look as on the referenced image are highlighted in yellow.

@jackpham (jackpham) replied

    thank you so much ! that's the result i want . very nice ! thank you so much again

To which @jackpham (jackpham) replied

    Ah, i have another question , can you show me how to create UV of this ball exactly and beautiful wire frame ?

@Braden99 (Braden99) replied

    Maybe with the resulting star selection still active, do a planar map from the Y axis, then do an unfold with no constraints, this should give you many equal size stars without any distortion. You could then manually snap the centers of these UV tiles to a common grid co-ordinate.  
    The shapes in between the stars could be mapped with a similar method. A layout UV may be required to make all the tiles a consistent size.

To which @Emil3d (Emil3d) replied

    Well, the best way to deal with UVs is to consider them as a part of the modeling process. Keep an eye on the UVs all the time while modeling and plan as early as possible. If we start from scratch again probably it will take less work on the UVs but since we are done I'll give you some detailed instructions how to do it after the fact. Have in mind that it can be done in many other ways too and I haven't tired Braden99's suggestion but it sounds good.  
    Continuing from the last step from my previous instructions:  
    To work faster and easier with UVs, first turn off the smooth preview by pressing 1 on the keyboard with the object selected and go to Display>Polygons > Texture Boarder.  
    Open the UV texture editor - I like to use it in a panel by right clicking in one of the layout buttons under the tools and choosing Persp/UV Texture Editor. Also open the Outliner.  
    Create another soccer ball primitive and while selected, add to the selection the finished soccer ball object (Ctrl + clicking in the Outliner makes this easier).  
    Then, Modeling menu > Mesh > Transfer Attributes.  
    Edit > Delete by Type > History.  
    In the Outliner, delete the new soccer primitive. Click on the Edges set, right click on it, and choose Select Set Members.  
    Modeling menu > Edit UVs > Cut UV edges.  
    In the Outliner, click on the Stars set, then right click on it, and choose Select Set Members.  
    Modeling menu > Create UVs > Copy UVs to UV set > Copy into New UV set.  
    In the UV Texture Editor > UV sets > choose Map1 or whatever is the name of the previous UV set.  
    Modeling menu > Edit UVs > Delete UVs after making sure they stayed selected. Now you have two UV sets one with the stars and one with the space between them. This makes easier to select and sew chopped UV pieces.  
    In the 3D view, right click on the object and switch to edge selection mode then go to the UV Texture editor and drag to select everything.  
    Modeling menu > Edit UVs > Move and Sew UV edges.  
    Switch to UV selection mode F12, and drag to select everything in UV Texture Editor.  
    Hold Shift and press several times the < key on the keyboard until only one UV is selected in the center of each shell.  
    Modeling menu > Edit UVs > Unfold > □, and in the options keep the default settings but click only on Pin Selected UVs, and Apply.  
    In the UV Texture Editor > UV sets > choose the other UV set with the stars. and basically repeat everything that you did with the previous UV set which in short is, drag select all UVs, Move and Sew their edges, select all UVs again, Shift + < to shrink the selection but this time not to only one UV in the center but more loops so that the whole pentagons in the center of the stars except the points are selected, and apply the Unfold with the previous settings. However the stars are more difficult for the Unfold and you should examine each star for the result if you are not happy instead of applying Unfold to all stars at once, undo and do it individually for each star, this should give much better mapping. It is not that difficult if you first select the UV in the center, press Shift + > four times and then g key which applies last command used that should be Unfold.  
    Well, that's basically it with the unfolding. The rest depends how you will texture it. If all the stars and spaces between them are with the same texture you may create additional UV sets where you can put all stars or spaces between on top of each other after moving and rotating each shell and then aligning the UVs by drag select and using the align buttons in the UV texture editor. On another UV sets you may choose to layout the star and spaces shells in a way that you may put some signs across several shells or one texture like dirt that can affect each shell differently.

To which @13xbmspec (13xbmspec) replied

    Looking at the view count I have a feeling this thread has helped a lot of people, including myself. Thanks Emil3d!

So @jackpham (jackpham) replied

    Thank a lot, Emil3d :wavey:  
    and i want to do bump like that , do you how to do it ?  
    
    
    Link ref : http://shop.adidas.de/product/SM649/V87371/Sports/Finale-11-UCL-Official-Match-Ball/detail.jsf?_VCM=1309201773396&_VCM=1309229274948&_VCM=1309247986770&_VCM=1309399552057

After which, @jackpham (jackpham) added

    i have done it already, i use zbrush for make this shape. Thank you so much ^^ :wavey:

Then @CGTalk_Moderation (CGTalk_Moderation) said

    This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.


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