@FrankPolygon Ok so basically I just need to keep at it but you gave me hope! Sorry I couldn't edi my post to add references, polycount is very troublesome for me on Firefox idk why. I like your result it's pretty good, my particular cuban chain (didn't kjnow they were called like that, thanks!) has a strong dip and the…
Alright, so i see time and time again that people tend have trouble doing certain things with hard-shapes and sub-d modeling. So i thought i would try something out here. I'm going to open this up to let people post a reference image of a simple, yet complicated shape(no motorcycles or tanks or stuff like that). And i will…
@99499 If the shoes are an important part of the character that the players will interact with and view up close then it probably makes sense to model them as separate objects and rig them to match the rest of the character. A lot will depend on what the shoes are supposed to do and what the rest of the workflow looks…
@aabdulrahman https://polycount.com/discussion/226803/hello-professionals At a glance, it seems as if your model is based off a US design with tapered hydrant outlets. So here's an optional simplified solution too your topology query plus keeping in mind when implementing a mostly manual editing approach, it's acknowledged…
Hi ;-) First off I want to thank all the contributors in this thread, it is really helpful and I often just read all the stuff in here and learned a lot already. I am a 3d max user and just recently started doing 3D again (after a long brake, 20+ years, the era of Half Life modding and I remember polycount from back than…
@Jossy Welcome to Polycount. Consider checking out the forum information and introduction thread. The pinching around the corners of the inset shapes is caused by a lack of supporting geometry. Adding bevel weight to the inside corners of the inset shapes and running the support loop around the edges between the existing…
@DeathstrokeFTW You should share some screenshots or renders to help give a better idea of where you're at with the shape :) Looking at the real thing (https://www.youtube.com/watch?v=6KKEUYr-A2A) might give you a better sense of how it's shaped. At 0:37 you can see it continues all the way to the back. A program agnostic…
Hi there, beginner who has a lot to learn here. I'm having tons of trouble trying to model a low poly model with around 2k polygons. What's driving me nuts is how the face looks at various angles, and just the overall look/quality of the model. Here's a compiled screencap I did of the model I'm working on. I can't really…
@Stoicx93 Welcome to Polycount. Consider checking out the forum information and introduction thread. Adding parallel support loops down the middle of the guitar body will sharpen the inside corner of the recessed surface but will likely produce a smoothing artifact on the outside curve. There's a couple of different ways…
@LilacGear Welcome to polycount. A few post above there's a couple of discussions about adding or subtracting shapes from cylinders and curved surfaces and back on page 168 there's a little write up that covers working with a similar shapes on a curved surface. The principles covered in these discussions are the same that…