Hey folks ! I would need some help about modeling with outlines. Here I have a flintlock hammer and so far so good with the base part since it's just "flat". But I do struggle for the "spoon" shape (aka the jaws where the flint is held). usually I'd just use an half quad sphere for this but for that specific case I need a "smooth to hard" transition. How would you go about this ?
Hi everyone, I'm working on a rendition of Pete Norris' Honda Chopper in 3DsMax, and I'm having some trouble with the motorcycle's body. The collage shows what my attempt looks like before and after smoothing. While the high poly seems to be working somewhat (strangely enough), there's still some tiny pinching in some areas and my low poly topology is atrocious. I've tried redoing it a few times, but I always end up with a similar result. The panel lining and details I plan to do with floaters or sculpting, so I'm not worried about that right now.
I would really appreciate any pointers on how to achieve a much cleaner model. Thanks!
"...my low poly topology is atrocious. I've tried redoing it a few times, but I always end up with a similar result."
hmm...well to start with there's a whole heap of redundant vertices or edges that are not contributing too the overall object's silhouette/shape.
EDIT:
So firstly I'd advise desolving those continuous control loops especially the mirrored one and every vertex on a planar/flat surface then next, apply a triangulation operator which helpfully won't read as an additional face count, aswell.
Thanks! I will do that. I'm also considering just doing a straight retopo since I feel the curved part might be a pain to try and fix at this point; it's too janky. Appreciate it!
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help me
Take care of yourself
Here is a 3D model approach thats quadrilateral with retaining loops
And here is a deferred decal approach
I would really appreciate any pointers on how to achieve a much cleaner model. Thanks!