Hey, I have run out of ideas how to model the main shape of this helmet. I really cannot figure out how to make these holes in the main part. Any help appreciated. Thanks!
How would you guys model the area where the "hole" kinda goes over the rounded edge? I want to both maintain the roundness of the hole, and keep a consistent curve along the edge of the grip.
@lammer_228 Overall it looks like you have the right idea. Whether or not the shape is correct depends on what the model will be used for (hero prop, background prop, minor environment clutter, etc.) and whether or not the model needs to closely match the reference images. A lot depends on where the object will appear in…
After you have insetted, extruded and scale your model to you liking you may rotate it 45 degree in the viewport and switching to orthogrphic view and then have a look into the bisect tool.. after pinning all UVs a simple edge selection and mkae face (with thr F2 addon) will also add correspondending UVs.. now this…
@naman Three fundamental concepts of subdivision modeling are: use the existing geometry as support for shape transitions, use a reasonable amount of geometry to generate the shapes, and match the number of segments in adjacent shapes to maintain uniformity. It's also important to either route support loops across the…
@gerardpd It's a good start to the overall shape profile but there's a few technical issues that need to be addressed. The smoothing artifacts on the subdivided model are likely caused by a combination of issues but two major factors here are a lack of support loops and inconsistent or non-coplanar geometry. Most…
Hello guys! Do you remember this awesome game from 2000? Deus Ex? I found a nice image of the Deus Ex Title! These letters look very detailed and I'd like to know how to model this. Click on this thumbnail: As I'm not able to create a new thread about it, I guess this here is a good place to ask, because I read a lot of…
Usually this is about models that will be baked onto low poly. But no one says it has to be gamedev. People might be making production models too. About workflows part: Every workflow has it's advantages, the sub-d *we are doing* is a non-destructive workflow which is different from traditional workflow which you hear…
A few extra support loops should help a lot. If you're going to use an n-gon heavy subdivision workflow, it really helps to have frequent and even loops and avoid dense bevels. Here's a twitter page to look at for inspiration if that's how you want to approach…
@jdellinger98 Overall you have the right idea: using instancing, mirroring and other modifiers will reduce the workload and speed up the modeling process. Try to maintain a consistent shape transition when working with intersecting geometry on curved surfaces. Using a single base model for the high poly and low poly. It is…