I need some advice from the SubD gurus out there. . . I've been struggling with the hood of this Lamborghini for a while now. The images on the left show the main problem area with smoothing errors. Any tips on how you would go about reinforcing the edges? I thought I struck gold when I saw Zigzter pose this same question…
You're most of the way there, just a couple of further adjustments and done, anyhow regardless of technique a few points I think worthwhile keeping in mind: Firstly, since your reference is basically a flat - planar surface so instead of a traditional continuous poly strip subd method, I decided on terminating loops when…
To me, everything is an unfamiliar surface since I am just learning and so I work in this fashion so that I can see any problems or errors I have made. But then the support loops I end up adding in the process mess up my topo so much that I can work with the rest of the mesh. So my question is, how can people iterate with…
Haven't got back to the tire, will do that soon hopefully and post my solution :) I have another problem, someone on my polycount thread made me realise I forgot some indents on the top of my weapon, but I'm struggling to see how I can add geo to it without messing up the smoothing. Was just going to add it into the normal…
Hi fellas! I've been screwing around with this model of my tomos' brakeshoes the last couple of days and I can't seem to get it quite right. Tried keeping it as quaded as i can I get these kinds of errors Also tried with a boolean But I get the same thing, I'm having trouble adding these details and keeping the curvature…
@AlexanderLawrence studying this shape which for me there's a clear indication of it's CAD (solid double precision) design ethos, basically akin too most manufactured machined products in the modern era however that said for a 'close' approximation via a parametric workflow, probably a combination of techniques i.e.…
:shrug: why not. The secondary images show where I built one object, then didn't like the shading on the transition from bevel to flat side, so I added some control edges. And just for giggles I built the front faces of one with nurbs to see how much better or worse it would be for this object than sub-d. Geo 1 has the…
If you want to remove edges / optimize a model without breaking your UVs it s easy. CTRL+Backspace is max default shortcut to remove edge and get rid of vertices. click me I use Q for edge loops , W for edge ring and CTRL+ALT+C as collapse for shortcuts (just to let you know as it might be confusing) STL modifier highlight…
Couple of options. -Make the cuts, correct the horrid topology errors you'll get and add more geo in the process. EDIT: -cut the lines, make several copies of the pre-sub-d mesh you have, then delete the rest but the panel you want to keep for each mesh, fix the topology so the edge loops terminate on the end well and the…
+1 Tri's & N-Gons don't mean shit as long as they aren't causing smoothing errors. In fact if left alone they generally lead to much easier oportunities of adding detail into a mesh as the LoD progresses. +1 Adding to that a similar smoothing issue that occurs when multiple edges converge near a bend can occur with n-gons…