@perna Hello. Here's what I've got so far. I've been playing around with the edgeflow on that hair bit. It's nowhere near done, but I'm welcome to feedback and crits! [SKETCHFAB]314acb588b1147a1a622b0dfb7b1445b[/SKETCHFAB] update: So I still can't figure out how you retain the sharp edges around the beak with the low poly…
Hey there, I am trying to model these chains for a fire hydrant I am working on: This is what I have come up with. You can see it is lopsided and warped. I made the basic shape with the Line tool in 3DS in a planar fashion and then used the Twist and 3FFD modifiers to manually twist the shape but it didn't turn out great.…
On this mag I have a lot of close, thin extrusions and edges which give me quite sharp edges when subdivided, so I fear it will not bake well (the edges look fairly weak from about 20 cm away), yet at the same time it isn't possible to make them softer since the geometry around is too close. What to do in situations like…
i took a stab at it. it is pretty symmetrical to start. then i just used a bunch of booleans to cut the cylinders shapes into the top and into the side. be careful though, you say you want those nice crispy lines, but actually the bevels aren't super sharp in most areas this isn't the most clean model, but it should give…
@MKO It's likely the current smoothing artifacts are caused by a combination of factors: extruding directly off of the existing cylinder edge segments and the extra edge loops that run down into the corners. Before trying to resolve the issue there's a few things that are worth considering: * Will the object ever be viewed…
Hey Polygear. I Think your problem is that you're slightly misunderstanding how the shape actually works in real life. The "edge" portion of the blade seems to start on a double serration and you're trying to start it before that. In real life if you started an edge like that, you do get a tiered look in that curve like…
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…
I'm stumped with this hood light and its Bevel transitions. Especially what appears to be a triangle termination around a corner. Am I approaching this incorrectly? I don't like how the bevel goes around the edge like this. I am certainly confused on how you could make certain edges of the hood light go from soft to sharp…
Reference: http://i.minus.com/ipckTzziu1UDX.png Wireframe: http://i.minus.com/iArGcA36AyDf9.png Geometry: http://i.minus.com/ijtnIq2DYHZRK.png A: I don't want to have the sharpened edges on the surface that is supposed to be flat but I need the edge loops running through the mesh to make everything else sharp. What would I…
to solve your pinching, just a loop or two parallel to the rear sight should work, same deal with the shading glitches originating at the 'gripping' part on the slide ( i would try and terminate the loops somewhere earlier). what strikes me most though, is how infinitely sharp your edges are. they aren't just sharper than…