Hi, I'm Dylan, been modelling for a few months now so I'm still fairly new to all this. This is my first post here and thought I'd share a fire hydrant I modelled recently. This was modelled in Maya, textured in Substance Painter and finally rendered in Unreal Engine 4. Tri Count - 4.5k. All feedback is welcome.
Final Render
Wireframe
Base Colour
Roughness
Normal
The cylinders on the sides in the final product are separate objects, I would've extruded them from the main body but I used about half of its circumference to extrude the front cylinder, leaving no room for the side cylinders. I did try though but I ended up with a very imperfect circle.
I'm sure there would've been a better way to go about it. So again, feedback is welcome.
Replies
Screens for better understanding:
You have a bit of pinching in this area caused probably by those long thin polygons. It's a little hard to see but if you turn up the specularity then it will become more visible. Sometimes pinching can just be ignored because once the prop is textured it can be pretty unnoticeable. In your case, I can't see it at all in your textured version but it's just something to think about when you do a prop that is shinier
You might be able to fix this by connecting the topology this way.
I am also working on a hydrant and I'm hoping maybe it could help to see what I did. I believe it's ok to have triangles in certain areas as long as it doesn't create any obvious pinching when smoothing.
Lastly, there is this really great video by FlippedNormals where they cover making inserts into cylindrical shapes.
https://www.youtube.com/watch?v=U7HG6XJsKoQ
This is looking really great though! I hope this helps