Grandpa's going racist again.
Sunray, this might help:http://www.youtube.com/watch?v=VmV6s-i6Bu4
Hey guys,Im trying to model this detail for a VR scene for a client but I can't for the life of me work out a simple way to model it.I've tried using Boolean on a Helix spline but the cleanup required will take hours and it also produces poor results.Any Suggestions?Thank you advance!
@redarchfiend . This might help you. http://prntscr.com/el3z88 Not done by me.You would have to make the one part(top) but in your case it is not think like the ref so better you make it a bit wide. Mirror it and place it below the top one, make copies. Maybe it will work or maybe it wont
@redarchfiend I used FFD modifier, but I think Lattices in Maya can do the same job, basically just add some control points and twisting it manually. Spend some time to adjusting till you get the result you want. This image is just a quick example[image]
@redarchfiend I used FFD modifier, but I think Lattices in Maya can do the same job, basically just add some control points and twisting it manually. Spend some time to adjusting till you get the result you want. This image is just a quick example
Hey guys,i'm asking myself how to tackle this piece here. any ideas how to get these carzy forms the best way?
block it out, build the geometry as simple as possibles, without booleans, just seperate pieces.
the edges in the sub-d are really sharp - you might want to experiment and compare bakes after slightly softening the edge transitions so more info bakes into the maps. you can think of it like... a razor sharp edge will be one pixel in the normal map - but something with a nicer roll will have more pixels baked out to describe the edge. And it will mip down nicer.
@FinnIsengardt , that's cool. My suggestion is don't over-think things.Do what makes sense to you on a rational level. For example, if a shape is meant to be round, make it round, not square. Don't blindly follow any advice you're given and you'll avoid a lot of confusion.Below:Base mesh. 12 segments for the cylinder divided by four sides of the rectangle = 3, which is exactly how many polygons we need for control loops for the rectangular part.Here control loops are added. In this case it's done automatically with Quad Chamfer and a Vertex Weld modifier.Sub-divided wireframe.Sans wireframe.16 sides might be a cleaner choice as maintaining center lines is often important. You'd just route the 4 extra cylinder edges through the center of the rectangular shapes.