You need more geo, basically enough so that you can use the edge loops of the cylinder as your support loops with minimal pinching. It's the same idea than in the pic below: "The key here is to make sure that you have the geometry of the curve in the correct place to cut the detail into it. To avoid getting hard edges on…
Wow didn't expect anyone to actually build it, thank you Shinigami. I usually add all the control loops just before I'm done with the main shape but this time I ended up having to go back to the shape after that's why there's so many loops. I do agree with you though I would like to be better at minimizing my polygons…
i took a stab at it. it is pretty symmetrical to start. then i just used a bunch of booleans to cut the cylinders shapes into the top and into the side. be careful though, you say you want those nice crispy lines, but actually the bevels aren't super sharp in most areas this isn't the most clean model, but it should give…
@Martin_H: Okay the simplest way I can say that is, I never used to collapse a turbosmooth in the stack and work on the high res mesh to add details, I used to add edge loops even if sometimes it gave me pinches, but now I let the turbosmoothed make more geo and edge loops for me and then I collapse and add the details.…
@sziada: you need to try for yourself at least once (but the more the better) first, post your best result including wireframes of the highpoly cage mesh and point out which parts exactly you need help with. Also you might want to read the whole thread first, as it is very likely your problems have already been covered…
Hey buddy, glad you're back :) I'm gonna try and do a video this time because I usually spend something like 5-15 minutes modeling something to show you, but 40-50 minutes to write it all up to get my thoughts in there correctly, in order to avoid the norwenglish you'll soon be witness to. When It's done processing on…
2nd shape If you look at the stack i started with a spline for the outline. I extruded that to give it thickness. Then i went in and cut the actual topology. It sure can be optimized some but i like it quite even in case you wanna sculpt and its just a good habit to get into IMO.
Some info here http://www.youtube.com/watch?feature=player_detailpage&v=UHa-h2S-NNY#t=4437s. Although it uses ndo2 you can use what you have for image > normal map and overlay it in photoshop over the baked normal map while removing the blue channel.
With a quad you get a visibly distorted circle. just use a few more sides. not 10 million. if you want to make an hole into a circle quickly, cap it so it becomes an ngon. select the ngon and run 'geo poly' on it. its in the graphite tools. it's much much better than sphereise.
Shaz, That really looks great! Haha, I think I ended up using 80 for mine and like I had said, I feel it starts to make the model impractical to work with. Do you have a wireframe image of that? I'm curious to see how you handled the corners.