Hello everybody! So I was trying to model this eleven tooth drive sprocket and I've tried a couple approaches. The first one was to try and start from the outer circle for which I made a cylinder with 33 subdivisions since it matched the step of the teeth (1 face = 1 tooth, 2 faces = distance between them). My intention…
@naman Three fundamental concepts of subdivision modeling are: use the existing geometry as support for shape transitions, use a reasonable amount of geometry to generate the shapes, and match the number of segments in adjacent shapes to maintain uniformity. It's also important to either route support loops across the…
"I agree to this, but something that i disagree with, is with all the people from this thread that send`s new guys who dont know all the techniques to study the whole fkin thread." I think its common sense when you have a huge thread that is PRECISELY about what you have problems with to at least research it a bit ?…
One thing that helps me time after time: learn about the actual structure and construction of real world objects. How was this ship made in real life? If we made these objects hundreds of years ago, then there is already a process in place that we can reproduce digitally and we probably have records of how it was made. My…
@christrom Welcome to Polycount. Consider checking out the forum information and introduction thread. The topology layout on the updated sample panel looks a lot cleaner. Splitting the model into individual components does tend to simplify the loop flow and is generally considered best practice whenever a watertight mesh…
@Herbert You're on the right path and the mesh just needs some minor adjustments. When evaluating any potential smoothing artifacts it's worth considering the following factors: * How large is the object? * How closely will the player view the object? * How severe is the smoothing artifact? If the smoothing artifact is…