Yeah that is very close. I like how you did the cutouts. I have to do something similar in the drive sprocket area so that is a nice heads up right there. If you don't mind me asking, how many render triangles does that end up with? I'm new to high poly modeling and everything I do just seems so astronomical. I used to…
I'm working on a futuristic space fighter and have ran into a problem that I cant seem to get my head around. I'm trying to model in two or three "holes" where a weapon will be mounted into. This is similiar to how many modern aircraft have machine guns mounted in their skins. The photo here is exactly what I'm trying to…
What I would do is just separate the brownish plate from the grey part and make a different object out of it. This way I wont have to worry about my topology being perfect everywhere on my model. Quick messy example, I just modeled it planar then assembled pieces and bent the result. you can download the OBJ here Also as I…
I spent some of yesterday going though this thread for advice as I don't usually do any hard surface sub-d modelling and must say its a pretty invaluable source for information. Heres something I did as a high poly which I will generate a normal map soon (asset to be thrown into Unreal 3 engine). The model is based on a…
Personally, I think zbrushing this would be cool as hell. Given the simple wood work, zbrush's tools would make this a breeze (especially for the radial symmetric stuff). I might speed sculpt a set of these tonight for fun :) For sub D, If i were to tackle it in max, its hard to say anything but "do it". I mean, you have a…
Sub-d is just a method to get an end result. You can model by hand the same mesh that sub-d will create, the baker doesn't care how you modeled it, just what it looks like in the end. Its really hard to say anything other than that without seeing how you created the mesh in the first place. Here is a very simple example:…
@iacdxb @Thanez just know that while this method works and get you results I would also suggest looking into making same shape with quads too as it will give you more edge in modelling.. *it may get rejected by TD or AD if even in game environment this will be used for deformations *it is insta no no approach in Film VFX…
Hey Guys, I'm new to this forum. I have an issue with a deceptively tricky but seemingly simple shape I am attempting to model. I'm sure there is a really simple solution but as I'm still learning modelling proper I seem to over elaborate often and as such I haven't been able to find the answer. I'm sure you can see my…
I'm having difficulty figuring out how to add supporting edges to this so that I can subdiv it. I can probably fake my HP model with a bevel modifier, but at this point I just want to find the solution. I've highlighted the edges that need to remain hard under the subdiv. So far I haven't found a way to add supporting…
Hey guys. I'm modelling a motorbike frame in Maya and could do with a little help on the sub-d model. I've attached a couple jpegs to show you guys where Im at. The joint circled in green has been attached and the joint circled in red has not as you can see. I'm just wondering if they're are any advantages/disadvantages in…