I'm curious how would you guys pull off modeling a cartoony character that looks like this? I've done some more realistic character modeling in the past but nothing heavily stylized like this. Capturing the expressions of the mouth and eyes is honestly stumping me. This is what I've done so far: I've been having a lot of…
OK...so i have a question. And just to let you guys know i have been experimenting with this all weekend. Learned a lot. But i went through all the pages in this thread and found nothing about ornate armor modeling techniques. for example the areas in this image: Uploaded with ImageShack.us i've learned lots about trying…
Hi guys ! It is my 2nd post. This forum is very usefull, thanks for all information! :) I have one question that is care me all time - it is how to model all small details on object. As example I post here reference of projector. By the red color small details are marked. 1. First, when I try to model it in 3dsMAX I did…
""hi i have question when i modeling something i trying to make it out of smallest amount meshes as possible but i was cheking another thread by huple http://www.polycount.com/forum/showthread.php?t=155488 and he post there a weapon Lanard X8 which has lot of separeted meshs and my qeustion is what is better to do i think…
Hi bardler, thank you for your reply, It is a HP college assignment and they want us to model it as detailed as we can, so modelled pretty much everythin on this object (it's a vintage folding camera), including screw thread and other small bits, this one of of them, it's what allows you to wind up the film roll inside.…
I'm trying to model the object seen in the pictures and I figured that modelling the intersection would be a smart move since it will define the number of edges needed for cylinder. I modeled a part of it and added the supporting edge loops(no creasing) which would affect the cylinder curve and first tried matching…
I am wondering how to model this side detail, not even worried about the W shaped edges on the inside but just the indent. P.S: I am modeling parts of the weapons for Overwatch characters as practice. I am a total noob so likely will not complete the entire model to get the exact look but my goal right now is just to focus…
Allright guys, here's a little problem I ran into while practicing sub-d on this weapon I'm modelling (I know it's very simple but going through things like this helps me learn the basics). So say you have a weapon such as a scythe that has that tip at the very end of it's blade. Here's a ref pic for you...…
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…
@solitudevibes Evenly spaced loops for predictable/smooth shading. Easy to edit/manipulate cage is key for these sorta organic parts. Basically less is more when starting forms out from large -> medium -> small. Don't have a lot of geometry as your base model.