Hey there guys, I’m new to Polycount and just looking for a little guidance. I’m in my last semester of art school and I’m currently putting together a character/prop modeling portfolio.
One thing I wanted to get you guys opinion on was how you would go about modeling the body here. I went in and used booleans and some slice plane action to try and get the holes where I wanted, but I’m just wondering if there are better ways to do this that don’t lead to such messy topology.
Concept by Mole Wang:
Any and all tips are welcome. I have more of the concept blocked out, so if more images of that would help let me know. Thanks a lot!
Replies
But if you're not using it for real-time, instead rendering stills/animation, then it's probably ok.
@Ghogiel thank you for going into such detail. Using the conform brush makes so much sense I don't know how I didn't think of it. Also thank you for adding that part where you used chamfer to create some control loops because I was struggling internally with how to get a clean bevel on the topology I have. Using chamfer simplifies it so much. Again I don't know why I'm blanking on this stuff so hard, smh.
Thank you guys.
Both ways you want to leave the internal extrusions until last. With both you would need to "mask" what you don't want affected if later you need to modify the topology, the spherify you would make face selections to transfer up the stack, eg avoiding the internal extrusions, and you would hide faces with the conform way.