@aregvan @guitarguy00 You're welcome. Glad it was helpful. Thank you to everyone else who posts questions and answers too. Relying on tools to generate geometry just means avoid doing unnecessary manual work when there's a tool or modifier that will do the job quicker and more accurately. Here's an example of manual work.…
Uhm, actually model created in 2 parts, shell and a regular sphere inside. Because they have got float distance between (doesn't touch each other), it's not a negative extrude/bevel seam. Yeah, but modeling steps is similar. * Start with a sphere 32x. +Editpoly modifier * Select some loops, chamfer edges (in max chamfer a…
Thanks @Joao Sapiro, Yeah I understand and actually that was part of the reason for snipping, it seemed like I was off to a very bad start and I didnt want any new potential commenters to write me off straight away, I guess it didnt achieve the desired affect. I do appreciate the time everyone takes to post here and you…
@solitudevibes There's a couple of different ways to approach modeling a lighter hood. A direct approach would be to block out the major forms with a simple quad grid then subdivide to create the necessary support geometry for the holes. @wirrexx explains this modeling process, with a great visual example, in another…
@PixelMagic It's difficult to provide more focused feedback without seeing any specific examples of the topology layout's you've tried and the smoothing errors you've encountered. Most of the advice that's been provided should get you close to some kind of usable result but there's no real way around the fact that it will…
@ANAFREE Aregvan is correct: the smoothing artifact is caused by overlapping geometry and modeling this type of surface detail as a separate piece of floating geometry will be more efficient than trying to blend everything together into a watertight mesh. There's an extra edge loop that runs between the primary support…
@guitarguy00 In the previous example: the base sphere has 12 rings with 24 segments and the subtracted sphere has 22 rings with 28 segments. Both quad sphere and UV sphere intersections tend to produce topology that requires some additional clean up. Minor differences in scale and position often prevent the perfect…
@lammer_228 Overall it looks like you have the right idea. Whether or not the shape is correct depends on what the model will be used for (hero prop, background prop, minor environment clutter, etc.) and whether or not the model needs to closely match the reference images. A lot depends on where the object will appear in…
@tatertots You're welcome and thank you for sharing your results and followup questions. Example images in my previous post only show the initial block out, the final topology with a smoothing preview and the final subdivision model with a shiny material to highlight any artifacts. Only showing the starting and ending…