@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? *…
Simply raise a few edges and we can tighten that edge with the same toplogoly, its very important however to remember 2 things: 1. Zoom out! Analyzing edge hardness when zoomed way into your model is always a bad idea. While it may look "soft" zoomed in here, pay attention to the last frame, viewed from a reasonable…
Hi all, pretty cool thread! I really appreciate your guidance/recommendations. I will try to be brief. I wish to model a Rack and Pinion, I am confident with the modeling, the problem is, I will be creating this for Virtual Reality. I cannot model all the teeth, as the asset can be very long, plus the rack and pinion is…
Here I go with the solution I have used - I did lowpoly for required shape, then duplicated that shape and connected edges. Afterwards I used inset and moved faces constrained to axis. I did a plane shape like this, whichô was quite easy. The harder part came in bending the shape into box shape. I had to do some cleanup,…
Two quick bits I could use some insight on. First, what would be the best way to texture multiple wires or cables, either wrapped together (A) or loose (B)? I like the plugin Wire Jumble because I can produce lots of wires very quickly, while still control the parameters for each. With all the looping and curves,…
That image is really small so I can't make out exactly what the details are. However, if I were going to model something like that, I'd first model a plane behind it with that grid pattern. Then, on top of that, I'd create splines to trace out the shape. I'd make them renderable in 3ds Max (you can loft a shape along them…
The problem for this solution is probably in every 3-4th page of this forum. Curved surfaces needs to be equaly distanced for them to be able to hold smaller details.You could fix this by pushing and pulling the vertex on your model until it dissappear. Or, try to bake it down apply a fast texture and see if it's really a…
Not sure if this thread is for sculpting, but whatever. Hand painted textures, much like concept art, are 2D - obviously, but the rules of perspective aren't as set in stone as in 3D. I don't think you'll be able to reproduce these 1:1, but you could end up with something similar. As usual with sculpting, you start with…
"I am well aware of subdivision modelling but always though it's a part of movies/ animation pipelines. The all quad approach paired with Zbrsh subdivision and displacement mapping. Where lods are just subdivision levels.,," No worries, this thread's purpose after all is a resource so what may be irrelevant to some whereas…
@TheLittleJay As a rule of thumb I would listen to Perna. If your end product is just the model with textures, then sure your decision on using floaters may have saved you some time. If this is going to be animated, the project most likely took a hit from this. It's way faster and easier for you to retopo the spikes in one…