I imagine this is seemingly simple but I suppose I really just haven't done anything besides organic stuff in a while and this has been something kinda bugging me.
I just modeled out this quick helm to try and assist along here.
Say this is a base helm I want to use for a high poly, but I want to maintain the hard edges of the cut out area. Obviously just sub dividing rounds it out so what is the best way to have something like a cut maintain shape? Throwing tighter edge loops at it gives you hard seams where you don't want them, unless you start with it close and then spread it out, it gives weird shading error like the middle helm. Which is kind of the same result I get by using two loops and terminating them with a cute little triangle as well. While something like the two above examples work fine for a flat surface it falls apart on something round. Maybe I approached it complete ass backwards, that's where you come in!
So any tips from you hard surface guys on how you approach areas like this would be greatly appreciated, especially when the intention is to bring it into a sculpting package.
Thanks doods!
Replies
See this post from the How u model dem shapes? Hands-on mini-tuts for mechanical sub-d thread by Johny:
http://boards.polycount.net/showpost.php?p=898449&postcount=277
also this one by jocose has some insight into this problem:
http://boards.polycount.net/showpost.php?p=911575&postcount=306
Be sure to check out the whole thread here:
http://boards.polycount.net/showthread.php?t=56014
It's full of great info. Good luck.
however,
choose:
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yup makes sense Bugo, going to give it a try. Jacose's post was almost the same situation, very interesting!
Clay thanks as well! I had no idea smooth had as many options as it did, had fun playing around with different things, there is actually a box called hard edges that preservers them perfectly when you smooth, was quite impressed!