nnq2603: Just model it like the one on the right. The one on the left isn't actually circular, its modeled sqaure-ish so you're not going to get circular smoothing on it for obvious reasons. Its seems like you know exactly how to model what you want(right example) so just do that.
Agreed. Also a reminder that information linked in this thread's Opening Post, Page 1, lists a huge library of content relevant too Subdivision Surface Modelling, as follows: Subdivision Surface Modeling on the Polycount Wiki Shared: My Technical Talk content by Perna How u model dem shapes? Image Ripped! by cookedpeanut
Hello guys, Im modeling Fuel can, low poly model has some weird edges shading. This ugly shading is baked into normal map along with hi poly topology, What should I do to get rid of it? This is low poly model with one smoothing group on body, second one on bottom.
Took the last 2 days to try out multiple models that were shown here and on pinterest So i wanted to say thanks for all the great tips, had a blast trying out all the different Models If anyone wants some of them feel free, it's only fair to give back a bit. model
Trust me, you'd get better results if you treated large smooth surfaces as one continuous sub-div mesh. If you really wanted to model every panel and bolt, I'd still suggest capturing the major shapes and curves with a single mesh, and then modeling in the detail on top of the subdiv model, using it as a guide.
i'm working on a hi poly model of this object: I'm trying to figure out how to model the wings on the pot. any suggestions?? heres my progress so far on the project:
I got a new problem, then. I imported my model into Zbrush to make my normal map, but my different models seems not to be attached together... http://prntscr.com/134n74
if you have an even number of sides its possible, but unneded and uslessly time consuming http://jonpolygon.com/3d-modeling/3d-model-tutorials/quad-geometry-cylinder-cap/