Hi all
I'm modeling an ice pick for a game and I'm having a bit of trouble with the topology. I used half a cylinder cap to make the rounded ends of the flat planes and I notice some dark shadows on the surface when I rendered.
Any advice on this shape? I've got a lot of places where square forms meet spherical and cylindrical forms.
Thanks in advance.
Replies
Your pick is coming along nice, definatly have the design looking quite like the real thing.
But i recommend you try creating the handle from a box with multiple edgeloops and just move the vertices around.
Also for an object that is small, you are use way to many polygons. You should consider simplifying it but still keep the sillhouette, for instance: on the metal, you don't even need all those edge loops, just have one at the bottom and one at the top.
I guess you're trying to model a High-Poly version of the Ice-Pick.
First of all, you should understand the basics of Topology, especially when it comes to Highpoly-modeling you should have a real good understanding of how your topology is meant to look like.
Basically you can say, that HP-models make use of "quads", your model is based on quads and edgeloops, to achieve a better result, i would recommend you to watch some Highpoly-tutorials, so that you'll understand the basics of how a High-poly-mesh is built, this will not only help you to achieve results without errors, but also speed up your workflow.
If you need any tutorials, i will see what i can find, just tell me
greez cb
I know this doesn't exactly show the model you need,
but i did this in 2 mins, and i hope it helps you understand what i mean, especially in terms of speed and topology:
Greez Cb, tell me if this helped, otherwise i can also make a quick tut on how i'd approach that pickaxe
Thanks to everyone else who replied. I really appreciate the crits and the suggestions. You guys rock.