Hello everyone, I am trying to model a piece from Robocop 1987, picture below:
Now I Have the basis for it,
So my question is, when adding these details, that small, should I apply one subdiv level to have twice the topology, or should I model these details in topology I already have? I just don't see how I can do that with so many details, please let me know If i am missing something here, Thanks in advance!
whats the final usecase? do you want it all modelled as a solid chunk of geo in HP? or do you want it just baked into a normalmap?
Just portfolio really, to show nice topology/ properly spread, no pinching in the shader, all quads maybe some tris and that's it, no baking, just the high poly
then yeah i'd personally subdivide it once and work from there. if it was for normalmaps only i'd possibly go with a lot more trickery like using floaters.
then yeah i'd personally subdivide it once and work from there. if it was for normalmaps only i'd possibly go with a lot more trickery like using floaters.
Thank you very much, is there something else other than shrink wrapping using a guide mesh to deal with pinching and so on?
Could also look into utilising modifiers and loop tools, when cutting inserts into curved surfaces whilst not incurring surface artifacts, in the process.
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