Yeah, you can see he easily gets the desired results with what same may call "bad" geometry, the main thing is that if it works it works, its a waste of time to think about it any more than that unless you have some really specific reason to do so.
I'm not rly good with NURBS. Havent done alot with it in the past. And it doesn't really sound like a good solution to me, since you mention that I prolly need to rebuild the surface. While the building of the surface is exactly the problem. I don't know how to do it. You mean a .OBJ?
Thanks Johnny! I was definitely worried I didn't have enough detail on the rounded part. But if you have an object like that, how would you then go about rounding off that bevel? I'm trying to get a bit of a curve going between the flat face of the object and the other part.
https://www.youtube.com/user/per127/videos Are you making just a belt, or will the belt go on a character? If on a character, you don't need to worry about the holes, the pants or whatever will show up behind the holes, which are too small to be modeled into the lowpoly. Let the normal map do its job.
Hahaha!! I only use it for stuff like this though. Here, got rid of those sharp edges. If you are worried about viewport, just make a stand in proxy mesh after you are done modeling it, then at render swap it out. Would make a much better normal map now.
They're planar so you can just punch out the holes and clean up the mesh a bit. They won't smooth poorly. What weapon is that? Do you have another view? Also, I'm having problems with a mesh of my own. I may post it later today :D
i guess knife projection could be one way where you put an object in front of another after aligning it ofc and having it projected on the main shape though the speed of that method is prolly comparable to using a boolean if you dont count addons that make the boolean workflow way faster
Now that you posted this picture, your first post is more clear on what result you wanted to achieve. The technique is the same I showed in my previous post, example: Supporting edges could be added afterwards to keep the shape in place better when you'll apply ZBrush subdivisions.
Yes, a floater is just floating over the mesh, if it's an inset hole, you have to float it far enough away it doesn't penetrate the base mesh. Also it's a good idea to keep floaters pretty shallow, you can make something look like a hole without it being very deep.
@Octavio I didn't. I made the same shape you did, except I didn't squish the large oval, meaning my cone didn't get squished on one side, meaning my cone had planar faces while yours didn't. I did that only to show you that both of them would meshsmooth nicely, and that you didn't do anything wrong. Also, the shape you're…