Hey friendo. You're gonna learn some math here, sorry. I see you didn't get the help needed, so here's a lesson in patterns. Identify the largest repeatable pattern. In this case, i'm able to pizza this boi into 6 pieces. The base angle for this pattern found by 360°/6=60° Now to break down one of these 60° slices. I do…
first off, you're approaching the high poly wrong, that most that will do the normal map is add a faint 1 px or less line. For that type of shape I'd just use floating geo... http://www.polycount.com/forum/showpost.php?p=1363268&postcount=9
First you do this: [vv]1496428[/vv] then you do this: 1 - icosahedron 2 - chamfer all vertices 3 - chamfer all vertices 4 - remove all polygons except the pentagons 5 - weld/collapse all the corner/triangle vertices MAGIC!
@rezinekk I'd come across this dev log for a Maya plugin - Hard Mesh last year: https://polycount.com/discussion/188278/hard-mesh-2-1-visual-guide/p2 Could be just the thing to non destructively model your target piece.
Not much. I worked on 1/16th of it then did sym all the way around. Removed a couple edges. The only thing I did manually (Obviously( was cut 2 loops front and back + clean up boolean geo. I'll do a gif in a sec.
Sir Apple - There are a bunch of posts on tires in this thread, here is one: http://www.polycount.com/forum/showthread.php?p=1505700#post1505700 yours is similar, but more simplified. Make 1/2 of one tread, mirror and offset it. Use that to duplicate all the way around for a complete tire....
It still needs some optimizing, but should give you one, of many, ways. Clockwise from top left: 1. spline 2. renderable spline converted to mesh 3. delete some edges and caps 4. extrude and refine 5. symmetry 6. smooth
Yeah subd requires a twisted evil mind (no wonder why perna excels at it) , less intuitive than zbrush or booleans for defining shapes. Zbrush comes to a point where doing a hard surface mockup is as fast as subd, kinda like boolean. Not forced to focus on shape and topology at the same time. I don't see cheating here,…
Nobody knows? hand made subdivision It could be very universal and usefull to know. There are three stages of vertices: 1) hand made subdivided 2) half way subdivided 3) unsubdivided Known procedure is only for number one. It is possible to exactly position number 2 and 3?
I've hit a snag on a recent project, and I wanted to know how others would approach it. I've tried putting in more support edges, but those seem to just make the area too sharp. That's issue 1. The shading is also messed up in the second area at different angles.