@wirrexx you are a rockstar mate! I was using 32 sides and trying both offset and direct edge extrude as you can see in examples however that one crucial piece was to use the vertical segment for the hard crease which you showed from there it was just adding a pair of extra edge loops to tighten up that pinch and voila I…
Sure, first off there are pretty much two ways to do hard edge stuff without adding in extra geometry, that i know of. First is to use smoothing groups for your hard edges in max. One of the big disadvantages to doing this is that you always have infinately hard edges. Really nothing in life has an edge that hard, so it…
Hi, I'm creating game-ready model and I've got big problem with one part of it when trying convert to high poly for normal map baking. This is my low poly model with sharp edges marked: This is how it looks after applying Bevel (weight method) with 3 segments and then Subdivision surface modifiers: I've tried a lot of…
Hi everyone, up until now I've just been lurking around, watching everybody else's amazing work, but now I thought I might as well ask for your help with something, since you all are a lot better than me at modeling etc. So the deal is this, I'm trying to model this telephone socket thing, and I'm having some obvious…
Oh, well one thing to keep in mind is that by default modo's sub-division is set to level to, whereas max's is set to level1. I think if you just bump up your turbosmooth setting to 2 iterations you'll see the same results as in modo. I generally model all of my sub-d stuff to look correct at level 2, but sometimes i'll…
I think there are plenty of resources for zbrush stuff if thats what you're looking for, i want to keep this thread focused on mechanical sub-d stuff. Now as far as modeling something like that by hand, whew, the simple answer to that is its a shit-ton of work. You just have to do it! I just happen to have a corrinthian…
^ Initially when blocking out a vehicular biased model, using tri's and ngons are fine in specific regions of the mesh but I'd caution against random placement without I assume, taking into account further likely reedits once subdivisions (smoothing) is applied, namely either maintaining hard edges or testing crease…
I guess I wasn't very clear. I am not criticizing these tools in any way. I run a youtube channel and sometimes I get emails from beginners. They ve watched people use quad chamfer (chamfer zone) over and over again and when they want to tackle different shapes, they get messy results etc because you simply cannot run…
More of a general question. How would you go on modelling an environment like seen in the picture as modular as possible? Even this little screenshot seems to have like 100 unique assets put together. How could one break this down? I mean of course I will never reach that level of detail alone in a couple of weeks which is…
Ive tried modeling that shape in various forms, poly by poly, booleaning and correcting topology (worst) and even doing booleans with very high poly proimitives and doing a retopo on top (best result so far) but its far from practical and as smooth as on the image. Any tips? Its a very hard shape to get smooth. Am I just…