I think this thread would benefit from examples of using sub-d specific, or common modifiers and the pitfalls within using those modifiers. the FFD's and path deform WSM modifiers i believe are pretty common when dealing with sub-d i think. I am pretty sure, but not positive, that these 2 modifiers are crucial when dealing…
@Suosa It looks like you're on the right track. If the mesh subdivides cleanly, without any major smoothing artifacts, then it's generally acceptable to use n-gons and triangles in hard surface subdivision models. Since this model is going through a sculpting pass it may make more sense to try and add these minor surface…
So I'm following Millenia's excellent shotgun tutorial, but with two small differences: I'm using modo not max and I'm making a TOZ-120 instead of the m37. I've done 90% of the high poly but I'm stuck on this one piece, the front wooden grip: I'm confused as to how I can get the inset area and have it cleanly taper down at…
If you're able, can you please post shaded with wireframe screencaps of what you currently have? As one possible alternative to define displacement detail using a base mesh, sculpting complex surface variation would certainly capture an intended result however I think at this stage, will hinder more than be in anyway…
Hello there @@IronLover64 Your last post shows your main problem. Working on subdivision levels all the time is the easiest way to messy model that you simply can't edit. I will give you a little bit different approach to this. And that is: Take a break. Don't get me wrong, i don't want to discurage you at all. What i mean…
Hey, I see that many posts here are about the execution of certain minutes details using subdivision modeling. I personally think it is also very important to be able to roughly establish the main shape in space (using whatever modeling technique fits the need), and then, focus on placing the details on this surface. Also…
My opion is try to use Bend and FFD mods when I can. Then used extra geo like 64 sided cylinders to get what you have. I also have a lot of luck with a very lo base mesh sub d to 1 iteration and then modeling in more geo on top or sculpting what ever the need may be. It is like a gear that let say has 8 points coming out…
Hey guys! I've been trying to model a helmet lately (in Maya, no ZBrush) as practice for hard surface subd modeling as opposed to sculpt + retopo. However, I'm stuck trying to figure out how to best connect these different shapes with optimal topology while preserving the sharp insets in the visor as seen in the reference…
Hi @KungFuCactus The easiest way to get those Grid details on your Geometry would be just using Normal / Height Details in your texturing program. If for some reason this isn't sufficient enough I'd create a plane with the general outline of the diamond details and project / wrap this plane on top of your existing geometry…
When doing highpoly work you can use as many separate parts as you'd like. Most people would separate parts in their highpoly similar to how the object is built in real life as that often makes it easier to make the model look convincing. You don't have to break pieces off as you can just sculpt things to look like they…