i hope you dont mind me asking this basic stuff, but i need some advise: i want to make a high-poly version of this object and usually i apply some swiftloops around the edges to keep them nice and round. but on certain meshes this seems to end in a very chaotic topology, my question is, is something wrong with my base…
I made this black object in Blender. While the shape and shading is good, it looks very highpoly for something that will be duplicated 7 times. Is there a better way to do the topology to reduce the polycount while still retaining the shape?
Lame, so there's no way to go from max to xsi without that happening? its Its hard to see how the smoothing affects the object with all the extra tris, and its tedious trying to remove them all
My thoughts too. Although floating geometry might have a few issues caused by the roundness of the object. Ndo, or baking and adding those details later right into the map seem like better idea to me.
Computron - Nope (at least from what I know). Tried with a bit more complex object and results weren't good ;/ I'm sure more experienced modo user could make it better though ;p
@IronLover64 If you're working off the reference image? then there appears to be a distinct hard edged border rather than a smooth transition between the two adjoining regions so I'd suggest modeling that shape as a separate object.
Curves, I'm getting something to follow a curve, its a band of material that I'm wrapping around the object but the curve seems to be doing this on the corners. Maya 2013 Edit Testing a normal circle curve does this as well.
Any given curved surface will need to be handled similarly. Success comes from understanding how it will subdivide, which was covered earlier in this thread in depth by Perna. The approach you use is somewhat dictated by the end result you're going for. If the helmet actually has a lot of cut in bits, then yes, start from…
well you have the shape right there... I would imagine add some support edges do some insets on those curves and done... but thats just a guess can't tell without seeing the wire on that object
I'd be very interested in a demonstration showing how to solve this kind of shapes and iterate them. Even though studying the shapes from the real-life pics of the object, that still needs a guidance for the technique that translate them into 3d.