Hi,
Did some late night modeling practice.
Quick texturing and render in Marmoset Toolbag. Let me know what you think.
Thank you!
Grubber

I think you need to change your outlook my dude. The people you refer to as 'snobs' are just other artists trying to ensure the games or shows they're working on meet a quality bar. If I'm hiring, and looking at a portfolio, and 50% of that artist's work is substandard, or looks amateurish, I'm going to assume 50% of the work they will do for me will look amateurish. When I get work from other artists who did things to a below standard, I have to spend my time fixing stuff, and I don't want to do that. Bad work also slows down production, because the art director or clients or supervisor will look at work that doesn't meet the bar and tell you to redo it. It puts strain on production times. Speaking of strain on times... If I'm looking through portfolios, and I come across someone who has 40 projects, and maybe 3 or 4 of them are production quality, do you think I have the time to put aside the other 80 applications to sift through that artstation in order to assess if that person actually has the talent required for producing quality art?
Taking critique is a skill if you're an artist. If other artists are suggesting doing a cull because of lack of quality, instead of calling them snobs, take what they're saying into consideration and figure out why they're saying it. Whether you're aiming for a AAA company or a small studio, the competition for both is fiercely competitive.
Ashervisalis
Hey everyone :)
Here is a progress picture of my initial blockout in Maya prior to moving into Zbrush. I will keep you updated. :)
i'd assume the cage is doing weird stuff because you have thet ngon right there.
@Deqa You have the right idea.
Drawing out the shape borders and topology flow over the reference images can be a great way to start the block out process but it may also be helpful to gather additional reference images with cleaner lighting. Single piece tubs and shower surrounds can be difficult to model because they tend to be designed with a lot of pattern draft and soft shapes that make it easier to pull the fiberglass shells from the molds and helps keep the water moving towards the drain.
Since there's few flat surfaces it's often helpful to use modeling operations that preserve the angle of the surface and keep everything co-planar. This will help prevent the cage mesh from becoming lumpy. Try to resolve the topology flow issues at the lowest possible level, before adding all the support loops, this will make the whole process a lot easier. Remember to let the subdivision smoothing do most of the work.
The amount of geometry required to do this will depend on how sharp the shapes need to be but there are diminishing returns. Subdividing too soon or over subdividing the mesh adds a lot of unnecessary complexity that can make it difficult to cleanly join certain types of compound curves. Start by blocking out the major forms then add the necessary geometry to support the smaller details. Keep things simple by focusing on creating accurate shapes first.
Below is an example of what the modeling process could look like. Create the basic shape of the tub then adjust the width of the flat surround. Add a chamfer around the rim and continue adding support loops to control the smoothing and provide support for the smaller shapes. Cut in the loops for the accent ribs and add the shelves then create transitional shapes that define the triangular hand holds. Support loops can be added around the highlighted edges using a bevel / chamfer operation. Edge dissolve operations can be used to clean up any overlapping loop geometry.
Recap:
A more detailed write-up on how to approach these sort of soft hard surface shapes can be found here:
https://polycount.com/discussion/comment/2751340/#Comment_2751340
hello,
Today i'm sharing with you my latest project, "mush"
render in cycles.
https://www.instagram.com/lomepawol/
Concept by sleud
lomepawol
@wirrexx Not a problem. There's definitely some things Blender handles differently. Good to hear the video was helpful in visualizing the process.
@Fabi_G Glad you liked it. Appreciate the support!
@sacboi Thanks! There's so many interesting workflows for hard surface modeling now but it does seem like there's a significant efficiency bonus that comes from being able to do a lot of the work in a single application. It's also nice to have a process that's structured around creating a base model with features and surfaces that can be adjusted quickly. This kind of flexibility makes it a lot easier to send the model out to the more specialized applications when it's required.
@RocketAlex Thank you. The Polycount community has a long running modeling thread that's definitely worth checking out.