not sure from the description where/if you're stuck, but I hope this helps:
Right now, your sofa has a lot of hard edges. This can be solved by adjusting the bevel radius of your pillows. It also looks like you beveled the base cube first and then scaled them which is suboptimal. Do it the other way round, that way your rounded edges should be uniform.
I found a wireframe image of what I need to do. .
But the polygoncount is way to high (46,429), so Im going to model one myself. It
dosent seem too hard to add a cube, scale it, add divisions and then move the egdes around for
the desired shape.
Replies
I or someone else could give you step by step instructions, but it's better for you to learn the "why's" rather than just the "how's".
Think about the shapes. What two primitives could be combined to make this work?
not sure from the description where/if you're stuck, but I hope this helps:
Right now, your sofa has a lot of hard edges. This can be solved by adjusting the bevel radius of your pillows. It also looks like you beveled the base cube first and then scaled them which is suboptimal. Do it the other way round, that way your rounded edges should be uniform.
But the polygoncount is way to high (46,429), so Im going to model one myself. It
dosent seem too hard to add a cube, scale it, add divisions and then move the egdes around for
the desired shape.
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
UnrealEngine render:
I know the shadows is abit wierd, but I just imported it for testing purposes. What do you think?