i really wouldnt worry about flow or topology if tis for a hard surface high res model. so long as your control edges are sound, the rest is kinda just whatever. not saying this is the exact correct way to do it.. or even that there is one.. but this is how id tackle it.
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My name is Rhys Owen and have over a years experience working freelance. Currently looking for more part time or full time opportunities. Email - rowen84@outlook.com Portfolio - https://www.artstation.com/artist/avenger84 Sample of my work
Was messing with the panel loops workflow but I've found using maya to be quicker in cleaning up some surfaces. Streaming all day today : 11/26/13 until 11pm PST. www.twitch.tv/deathbywit
If memory serves correct this will be the first thread I've started so please excuse any formatting or etiquette errors that I might make :) I modelled this in blender over the course of 2 days. I used the subdivision modifier with crease weighting. Highpoly: Reference:
Hi guys. I was wondering what is the best way to create something like this? I'ts very complex so sculpting by hand or drawing alpha it is not the best idea i presume ;) Is it possible to change the part of this picture into alhpa and recreating this shape in substance painter or something?