I'm trying to make a shape like this:
Currently I have this:
I'm trying to get rid of the edges that are very close to each other on the upper right corner. To clean up the inner corners (circled), I used diamonds to allow for evenly spaced quads in the center (as I want to add more shapes), but I am unable to do the same for the outer right corner (arrows). Is there a way to reduce the amount edges there, or should I add more geometry to the rest of the mesh?
Any other general advice would be much appreciated as well! :)
Replies
Hi!
The mesh you have has quite a few polys - I have marked some of the edges that you can remove that do not contribute to the shape.
Hope that helps! :)
Hm, looks like a sub-d model. In that case, no need to overly optimise as long the desired shading is achieved.
Maybe you find fitting examples in this thread: https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking/p176
or in the wiki
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
I'm curious why the corners are beveled like that and not just corner + support edges.
More context what you want to do, will probably result in more useful replies (game asset? Highpoly model? floater?).
Originally it was just going to be a high poly asset, but now I'm learning about the whole process for creating game assets, and would like to bake from high to low.
Hey 🙂
To create a game asset like this (television?), I would probably go as following:
Much success with the asset!