@Neox Really appreciate the kudos. @laeion Welcome to Polycount. Consider checking out the forum information and introduction thread. Soft hard surface objects can be tricky to model but taking apart one of these packages or gathering references of them disassembled can provide some insight into how the paper is cut and…
@acarmona88 Welcome to Polycount. Consider checking out the forum information and introduction thread. Sharpening unsupported corners on curved surfaces often produces smoothing artifacts that can be resolved with a few different modeling and topology layout strategies. Deciding which is approach to use really just comes…
@count23 Correct. Extruding and rotating the new edge into place ensures that the longitudinal edges remain parallel, until they are joined with the surrounding geometry. Constraining the scale operation by length and height ensures the width remains consistent and this helps prevent unintended surface deformation. Without…
Hello everyone! Hope you're doing good. This discussion rocks! Recently I've tried to be more careful with edge loops keeping an eye where they will be ending. A few days ago I didn't have any idea how to tackle this model, and now with better topology I think I did better, but still there are a lot of problems and…
@anotherdoseofcorey Translating approximate 2D shapes to a reasonably accurate 3D volume can be challenging so it's best practice to start off by blocking out the basic shapes to figure out how it all fits together. Below are three possible options for creating the recessed area around the small cylinder. The first example…
I'll be showing the doublesmooth method or whatever you wanna call it. The point is a turbosmooth modifier that respects smoothing groups/hard edges, using it's iterations to control edge smoothness. It has some performance disadvantages, but the main advantage is working with curved surfaces like a cylinder because it…
@CodeferBlue You're welcome. Like Sacboi mentioned: evaluating the overall form before blocking out the shapes will help inform which topology layouts, modeling tools and order of operations will be most effective. Looking at the silhouette of this object, the negative space above the grip is a major feature and since this…
@tatertots You're welcome and thank you for sharing your results and followup questions. Example images in my previous post only show the initial block out, the final topology with a smoothing preview and the final subdivision model with a shiny material to highlight any artifacts. Only showing the starting and ending…
@LouisMarshall Glad the post was helpful. When trying to minimize smoothing based subdivision artifacts, like pinching and stretching, there's two basic strategies that tend to work well with existing geometry: averaging out the differences between the shapes over a wider [preferably flatter] area or constraining the…
First off, fantastic thread everyone. Lots of good information in here, I can't believe its just now that I am reading it. So, for the past few days I've been trying to grow my highpoly skillset and for lack of a better word, its been uncomfortable. While I can handle a lot of shapes & forms, theres something I've yet to…