@Deqa Automotive modeling is it's own specialist discipline but most of the basic principles of subdivision modeling are still relevant. @sacboi has provided some helpful guidance and links to some great write-ups about car modeling in a recent discussion. It's often helpful to block out the larger shapes first then…
I'm stumped with this hood light and its Bevel transitions. Especially what appears to be a triangle termination around a corner. Am I approaching this incorrectly? I don't like how the bevel goes around the edge like this. I am certainly confused on how you could make certain edges of the hood light go from soft to sharp…
@dan001 In most cases there's room for improvement but broad or open ended questions rarely lead to specific, actionable feedback. What's best will often vary depending on the desired outcome and constraints of a specific use case. Getting good answers comes down to figuring out exactly what you're looking to improve and…
Sure, first off there are pretty much two ways to do hard edge stuff without adding in extra geometry, that i know of. First is to use smoothing groups for your hard edges in max. One of the big disadvantages to doing this is that you always have infinately hard edges. Really nothing in life has an edge that hard, so it…
@sera3D Hey buddy, read my post on this page with the leaves in it. N-gons are not your enemy. N-gons on uniform curved surfaces can be your enemy. On supported flat surfaces, N-gons flat out don't matter, and will enable you to save a bunch of modeling time and render-time by letting you end your supportloops in one e-z…
@perna That's totally fair to go for such control, especially when aiming for machined edges. However what's stopping you from combining this with OpenSubdiv? They don't appear mutually exclusive to me, and I already work with both depending on how I want to produce my edges. As long as you know where to put the topology…
Just to add a bit to what he said, the hardest bit I found on the cylinder i made for my Webley MK VI was the beveled portion on the end. I found it easier to describe both the edges that i could understand. Here is the part I had trouble with. So I tried to simplify the borders on either side of that, and then deal with…
Thanks for the replies guys. The image I posted previously was just one of the routes I tried to take to make the shape have good topology for the LP. Here is my HP, and a low poly outlining what I can't really wrap my head around . What I am really unsure of is, if I (from top edge to lowest) chamfer this one, I have…
Couldn't agree more. While I was learning I just dove into a project that I was no where near capable of executing well, and problem solving along the way. Take what you learned on the last project, apply it to the next, rinse and repeat. I've always found the best way to learn, for me at least, is by doing. Having hands…
Well much more important than realizing what you had is too little geometry, and 150 is too much geometry, is simply understanding how sub-d modeling works, so that you can simply use logic and choose the appropriate amount of geometry. You'll never be able to define cutouts on a curve when all you have is flat planes. You…