I just can't understand - it seems you dismiss other methods as wrong, and pick up on silly things like Hurr durr, of course I collapse Subd, how else could I deliver 200 MB files?? You offend me sir! You're arguing, I'm arguing! :poly122: But anyway, I don't think you can simply follow some rules about using the stack and…
I believe that thinking in terms of how subdivison surfaces work fundamentally will help you both in this particular case and in the future, when you'll be facing similar issues. It helps me a lot to understand that, anyhow. Let's take a closer look at your geometry and try to think of what actually happens when you switch…
@martianlion Modeling the complex shapes of cabinet inlays flat then deforming them into shape can be a good option. A lot depends on what the final model will be used for and how accurate the details need to be. A couple of other options would be to use floating geometry or to create a clean high poly of the basic shape…
@ConvexSurface Overall it looks like you have the right idea but sometimes connecting directly to a curve's existing polygon grid can cause a lot of smoothing issues. In these cases it's often better to place the intersecting geometry between the existing segments of the curved surface and use the existing curve geometry…
@guitarguy00 It really depends on the size of the object and whether or not it will be seen up close by the player. Fastener threads usually aren't something that players are looking at up close. Adding this kind of detail in Substance painter is probably the fastest and easiest route. Using floaters probably makes sense…
@viqhaas Welcome to Polycount. Consider checking out the forum information and introduction thread. Overall it looks like you have a pretty good start with the base mesh and will just need to adjust the support loop routing on attempt 2. The vertical deformation in both attempts is caused by the support loops that run off…
@MegaSofteae Creating a detailed outline of an object's profile can seem like a logical place to start but in most cases this limits the way you think about the shapes by constraining it to a 2D space. This is why it's generally considered best practice to block out all of the major features of an object in 3D before…
@Domlz Subdivision modeling is more approximate than exact so it's a little unrealistic to expect CAD levels of accuracy from the process. Before sinking a lot of time into removing minor artifacts like this it's worth considering: * Will the artifact be visible when baked down and viewed from an in-game perspective? *…
Thanks @Joao Sapiro, Yeah I understand and actually that was part of the reason for snipping, it seemed like I was off to a very bad start and I didnt want any new potential commenters to write me off straight away, I guess it didnt achieve the desired affect. I do appreciate the time everyone takes to post here and you…
@rudenko_je Welcome to Polycount. Consider checking out the forum information and introduction thread. This thread has a lot of great resources so it's probably worth taking some time to skim through the recent posts and look for examples of how other artists have solved similar problems on other shapes. A couple of posts…