Hello there, I am modeling master chief's helmet but i'm stuck at the visor, how would you do to have these nice sharp lines on a rounded surface without having pinching ?
@Deqa Automotive modeling is it's own specialist discipline but most of the basic principles of subdivision modeling are still relevant. @sacboi has provided some helpful guidance and links to some great write-ups about car modeling in a recent discussion. It's often helpful to block out the larger shapes first then…
hello new member here i am so desperate to create this material that i ended up here anyone know how to make it with vray and 3dsmax it's a piece of soap that have embeded small bits in it , some are visible some are not , and some of them are just below the surface
Hello guys. This is a simplified example of the general problem of sub-d modeling intersections between complex smooth surfaces and hard edged surfaces. - I know that having more original segmentation before subdividing helps preserving the original curvature of he smooth part of the resulting surface. - I know that we can…
@SkinnyM Both topology layouts are generally acceptable for most hard surface models. While the quad grid corner is a more conventional choice, the triangular quad corner tends to produce more appealing results for this type of shape transition. Something that can be verified by previewing the subdivision and looking at…
I had a crack at that faucet for fun. I did it with just an 8 sided cylinder and subD. The intersection was just a bevel and some sliding of the verts to make a round shape, which i then extuded and then did a spherize/circularize on it to make it a perfect cylinder. When you use subD with that low level of sides it's…
@Hikabuzy I understand that this stuff is hard to learn. If it helps, I have a pinterest board on hard surface topology. https://www.pinterest.com/Makkon06/hard-surface-topology/ If you get some time, I'd suggest going through it and recreating some of the shapes in there. Thank you for making the effort! It can take a lot…
@mrjojo you moved on to adding support loops and bevels much too soon if you say you're having trouble. Also important to note that if an object looks to be separate in the concept, make sure it's separate in the model. Makes things easier to model, and easier to bake an ID mask later. Focus on clean modeling and good…
You can move the fin inwards towards other fin, this way you will have room for support loop for outer edge and it will also blend with flat top surface too nicely. Since in game it will get baked down on low poly and no one is zooming in that close to an asset. Another thing in games we are not doing CAD precision.
For the bottom one i would prob use ndo2. The top one looks easy enough, just extract a part of the geo then do a inward extrude like you would on a flat surface?