Okay, I've posted one similar to this before, but this time I can better illustrate what I need help with. I'm just really stuck on how to do bits like this, and unfortunately for this part I cannot do floating geometry. I need those edge loops in there, but as you can see it creates an unwanted hard edge on the…
Dear folks, I was thinking about modelling a simple canister. The basic form is quite simple using subdivision modeling. But how to implement these cavities? More detail could be used on the base model, but this will degrade the managebility of the main simple form, espacially if the cavities are just on one side, loops…
Given the size of those seams/panels and how they will bake (even on a really large normal map) I would float them for sure. I think doing anything else would be a massive waste of time. If this were for film or something what I would do is first make a model like you have there and then re-topo it to get all those edge…
Hi hard surface modellers. I am trying to force myself to learn this my modelling this door. I know the shape is a little blobby, but I am more concerned with the topology of both the door and the curved inset piece. Is this is a good approach for something curved like this? I would like to make the curved part floating…
I never noticed that the teapot has floating geometry all over the place. You should render them again and make a challenge for the Dono 2011 reel. http://vimeo.com/19368587 As for planes and stuff, I'm building a few racecars and a PAK-50 Russian jet, and I've found the best way is to grab some poly planes and follow the…
It's called _floating_ geo, which means it is floating over the actual surface and isn't touching it. If I would have turned on shadows, you could see the spline detail dropping a shadow on the plane. There are several different techniques to apply this to a curved surface. If you know that your curved surface will be…
verb If you modeling for commercials that need to have a very close-up shot then small details need to be real geometry, otherwise they'll be on the normal map, even film guys use normal map. And because they're on normal map, so real geometry, floating or convert from 2D doesn't matter, you'll get the same result (…
I was trying to model the following object and ran into some issues when it came to the transition from one shape to another. I've tried extending the rectangular shape's border, spherifying it and lowering down to create the rising curvature but that introduced lots of distortion. I also tried booleans but it kept…
@iacdxb Start by blocking out the shapes to determine how many segments the arch will need to match the intersections with the vertical gussets. This dumpster looks like it's mostly welded plate and square tubing. The individual parts could be modeled separately or combined into simplified sub-assemblies. Since there's a…
It kind of depends on what the high poly will be used for. Creating normal maps, or just to do some high poly work? If its just high poly, you can do whatever looks good, allows you to work efficiently (not optimizing every last tri) and as long as it doesn't chug your system you're fine =) I don't see anything wrong with…