Hey, thought i would get some feedback on my topolgy on a Cloud Collector Aircraft before i take it up to high poly and then back it back down. Based on the concept by Seokin Chung.
Thanks, I've been trying to look for a faster way to keep my edges looking sharp without having to create connects along the whole of the model. Does anyone know if there is a similar technique to this http://the3dninja.com/blog/?p=1723 that i can use in Max?
One option you have is using smoothing groups. With the turbosmooth modifier there is an option to smooth by smoothing group. So if you set up specific parts using smoothing groups you should be able to get something similar. I have not really used this method so I don't know how well it works, I prefer using swiftloops to control my edge hardness (which is also another option rather than using connect)
Ye I have heard of this smoothing group method, do you think it would work out if i then smoothed some of the edges out in Z Brush and achieve a good bake? . Sorry for the bombardment of questions.
I am not an expert at Zbrush, but from what I have seen I believe you will get better results smoothing in Zbrush is the mesh is already subdivided at least a little BEFORE going into zbrush. Could be wrong though..
I was just googling random stuffs, and saw this post.
There were few people who asked me permission to model that aircraft, and this is first 3 model I saw so far. I am really excited to see my concept in 3D! I always worry about if my concept would not be able to convert into 3D because sometimes I have no idea what I am doing but you did it!! yay!!
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There were few people who asked me permission to model that aircraft, and this is first 3 model I saw so far. I am really excited to see my concept in 3D! I always worry about if my concept would not be able to convert into 3D because sometimes I have no idea what I am doing but you did it!! yay!!