I have no idea where to start with a blade topology and keep it in quads for a game mesh, Mostly the tip of a blade where it curves in. any help and wire of other blades would be amazing.
The whole blade, i cant seem to understand how to model this. Im trying to keep it in quads so i can use it as a low poly in the creation engine, and import it in to zbrush with out irregularities, also im using MODO 801 / 3DS max
Quick low poly that was close to my first trial, Subdivided And i guess i worded the question wrong. I dont know the best way to make it. As the screen shots above. I have no idea where to start. As the point always ends up weird. but sub D is how i want it just more pointed. i just dont know where to start.
quick take on it, didn't terminate the support loop for the middle part properly but it seems to smooth fine.
for the middle part, I used quarter of a quad sphere stretched out.
Normally, instead of doing that, I'd just be a filthy cheater and crease that middle line instead of using support loops there because it gives both more control and cleaner results.
quick take on it, didn't terminate the support loop for the middle part properly but it seems to smooth fine.
for the middle part, I used quarter of a quad sphere stretched out.
Normally, instead of doing that, I'd just be a filthy cheater and crease that middle line instead of using support loops there because it gives both more control and cleaner results.
Thanks, Im mostly new do not even know where to start with that shape, but thanks for the wire. it helps alot.
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Why quads?
for the middle part, I used quarter of a quad sphere stretched out.
Normally, instead of doing that, I'd just be a filthy cheater and crease that middle line instead of using support loops there because it gives both more control and cleaner results.