Evenly distributed geometry is a good habit, imo, for a couple reasons. If you're working with displacement, or you're bringing the object into sculpting softwaer, having stretched polygons will cause you to have to subdivide one or two more times to get the density to cover the details. If it's more evenly distributed you…
How to model the wire mesh part of this fan? In Maya, I made a plane with criss-crossed pattern and an object with the required shape and then projected the plane over it using either shrinkwrap deformer or sculpt deformer. I also tried Edit mesh >project curve on mesh. Then I use the result to convert edges to curves and…
Hey people, Just wondering how you guys would go about creating some industrial plastic wrapped bottles like this... It's more so the plastic wrap itself that's giving me trouble, my initial thought was to create a rough base mesh around the bottles and then manually push and pull the shape to fit snugly around the bottles…
The normal map will pick up the pinching. I mean, yeah, you could edit it out in Photoshop, and I've done that before for sculpts since I'm still learning Z-Brush, but it's really not the way you want to do things as it just winds up wasting more time. Personally, I don't think there's anything wrong with the last high-res…
I think the answer (as always) is in the realm of "moar geo". If you are modelling an (extreme) closeup of any object with any kind of detailed appearance (especially with sharp, uneven changes, like these sharp folds) you need enough geo to support the attempted level of detail. If you are doing this for like a high…
@iacdxb @HAWK12HT Sure, for a deforming or sculpting ready mesh you'll have to have the topology to be ready for that. I shouldn't have worded my post in a manner that can be read as "Ngons are always fine". I would like to specify my solution to "Ngons are fine for details around flat areas on non-deforming hardsurface…
Right, I was just meaning that the clean meshes are useful for sculpting since they can be passed over to the animation teams easily (and back and forth between teams) without needing further retopo. @TeriyakiStyle Ptex works just fine with ngons and triangles, which I checked after making that post suggesting possible…
@Shinigami: Here is what I would do. Granted this is sloppy and I did it in 20 min. But I think the main thing to do is what a3D said. Keep refining by deleting loops and adding them as needed. I use things like "preserve curvature" when adding loops, and you can simply delete loops to let the sub-d do the work, or select…
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…
Simplify your topology. Youve got a bunch of edgeloops so it can get hard to control the mesh so it stays smooth. If you need more resolution you could always subdivide with a simpler mesh. This might not be the best example for your case, but notice the amount of edgeloops there are. You could easily get rid of the mouth…