I have a question as to the best way to sculpt armor edges that are curled in. Do most professionals extrude out then back in with sub-d modeling and two smoothing groups?
i think you can switch to editable mesh and use shift to extrude edges, and then switch back to editable poly. i remember 3dsmax5 or 6 was like this too.
@rogermein1 Just for clarification, the retopology wasn't a single plane (over the collar in this instance) mesh, and THEN it was extruded a bit afterwards? But in fact, you directly retopologized the "edge thickness" of the HP?
Probably just good old-fashioned box modeling. Make an image plane of this reference photo to build from, make a box and start cutting edges and extruding faces.
Hi, I'm wondering what the issue is here and how I could fix it? I extruded the faces with the white coloration, when I delete and fill, and continue to do the same to the rest, it seems to reoccur or just stay the same. Thanks in advance
mag still looks weird. like the extrudes are overdone and it makes the mag look cartoony imo. dunno what you're doing the red on the trigger guard. the gun is sand colored, green, grey, and now red. what's going on there?
Updated closet: Next will be the small stone table in the middle of the room. I'm just doodling with some design/material variations. At the moment my favorite idea is a "all stone" variant with some extruded corners and runes on it. Here's the blockout:
Yeah you generally want to do just enough to capture the basic silhouette and proportions, just basic extrudes, don't spend more than 15 minutes on it, sometimes I concept and block stuff out in sculptris :P
Hotkeys for everything! Really that's my number one tip. Moving around to click buttons really adds up. ---- I like to use edge contraints for stuff like this: ---- extruding edges with 0 height to control edge hardness: