Hi Everyone I have a question on workflow for high poly modeling in Maya. Is smoothing or subdividing the last step in the process? I understand that keeping models low poly for the initial modeling stage helps with matching segments of intersecting forms and makes wholesale changes to the model easier...but should all…
Yeah I also like modeling stuff really into it. How can I add more geo that it is spread evenly (sorry noob question). I am kinda new to this whole modeling thing. I thought adding a turbosmooth or two and on top of that keep on modeling with an edit poly modifier. I read this "more geo" thing a lot of times and always…
Another approach for something like this can be Double Smoothing, been invented for quite a long time basically, double smooth will add a bunch of control edges and smooth your mesh at the same time, so you can remain the cylindrical shape and have hard edges but don't need to mess with the cage mesh But still, you'll have…
Whoa! Can't believe someone actually went through the effort of making rebuilding it and making such a detailed explanation. Thanks a lot @FrankPolygon. I guess i messed up because the rib was an after thought. If i had planned it early on by blocking i could have tired to figure it out but i remained stubborn and wanted…
Try finishing thr rest of the model and leave these small details for the end. You could collapse 1 turbosmooth and use those extra polies to add dthat detail
you need more geo on the big cilinder ( more sides ) and then you create that extrusion from it and you wont even need to add the control edges :) good luck !
@Pryor_MartinHuetter Looks like the order of operations is important: Bevel the horizontal segments first. Dissolve and bridge where necessary. Bevel the vertical segments last to add the final curve.