Although I meant it somewhat as a joke, there are reasons. Depending on the renderer, yes it can cause problems. More importantly Zbrush won't take it either and there are cases where you want to sculpt even hard surface objects (particularly in fantasy themed projects). And floating geo will not work in any offline…
Thank you everyone. I scrapped the idea since it wasnt coming out anything remotely close to what I wanted. I suck at this lol. I guess Im just going to make an m16. How would I go about making these details on the receiver? would that be floating geo? or would I carve that out of the base mesh?
Dave Jr. I completely agree Throttle Kitty. However; I'd just find a cleaner way to end the edges of your threads so that their mesh is smoothed out into the main body of the cylinder. But if you're looking to bake this, then floating geometry should work just fine. Is there reason why you'd want to make them into a single…
ok made some progress with it, i joined the cylinder and the box together to make it a bit smoother and i added some ribs, ill do the rest with floating geo i think, some how manages to add to many vertical ribs i just noticed but it doesnt really matter to much P.S this is a really shit color for showing detail isnt it?
If I may contribute a shape I was contending with recently in my thread (would still like some feedback please :)): Here was my result (can provide .obj if required): How would you guys approach this (just the top piece would be sufficient I think - the aqua coloured piece in the first image)? What would you float/model in?
@rogi92 Welcome to Polycount.Consider checking out the forum information and introduction thread. Pinching around shape intersections on cylinders is a common problem that's discussed a number of times in this thread. On the previous page there's an answer to a similar question and on page 177 there's another discussion…
Dumb question, Im making this nerf reflex gun for shits n giggles, and it's actually coming out pretty well. My goal with this project is to learn scifi type modeling/texturing. Gonna make this look realistic as possible. The following piece I am having difficulties with, not sure if this should float or be cut into the…
damn it looks so convincing rendered... does that always work that well?? there's also something fishy about that wireframe I don't get.... like look at the rim of the scope, there's spots where it's really curved with no edges... is that just floating verts that never got edges?? I guess if he isn't smoothing he can get…
I've always had problems with these hard surface organic-look shapes. The problem is how to start with it, from bigger shapes, more subdivided or create it extruding vertex by vertex? It's hard to make moar geo cylinder and match his edges with all cuts visible on referenced object. Also how to make those holes (marked…
I dont see any reason to be limiting like that, the overall purpose is to improve workflow. Weather that means learning to model complex shapes, or learning tricks to get around going overly complex with your meshes. At the end of the day, you do what works best, and throughout the corse of the model that may be many…