Its highpoly - unless its so dense that its straining your computer, there is no reason to worry about it. Even then, just hide the object or turn off sub-d while you're working.
Hi Guys, I am modelling a complex object but facing some challenges.Can someone please help me with this. Thank you for your time Problems to solve 1.topology 2.pinches
I'm trying to get use to using quad chamfer with my hard surface workflow. Has anyone had any success in using this method with just pro boolean objects without quads?
hello! I have a noob question, how can I add support edges to this object? I want to use turbosmooth. The hardest part are this triangular "wings". I will be grateful for your help!
oke guys, im in dire need of some advice! I am modeling this scene atm. for a study project and have allot with the main "doorway" piece. How would you approach such an object ?
Hi, im not sure if its modeling problem or normals problem. How would you fix the shading on this model? I just dont understand the workflow of fixing it. Is it the vertex connections that i make afte booleans? I made the high poly in zbrush using live boolean. You make base mesh and boolean objects in blender then import…
@Varravik can you please share a screenshot of the object you're modeling whether background image - reference...etc or even a brief description because it's really for me at least, unclear what you're trying to do?
Hey guys, here is another piece. I dont want to use smooth modifier afterwards, so this should be final piece. I ma just not quite sure about topology of object and if this is okay.
here are some video tuts I did on this subject awhile back, sorry if I ramble its just my style https://vimeo.com/27626734 this is cutting holes into the object but very similar idea.
thanks Shinigami, the spiral technique helped quite a bit. The edge flow does give some smoothing errors using that method but for my object this isn't an issue since I will be covering it up in zbrush.