If you want to have a detailed highpoly model, it could be, yes. But it is pretty straight forward I think. Every "difficult depressions" are on flat surfaces. So you can more or less easiely model it in. Dont see there any problems for now. To addition, a bit of overthinking is very good. Better than the opposite ;)
i used a simple plane like below, just nudged some vertexes and its done super simple , booleaning etc i find it kind of a waste of time as you would need to cleanup alot of geo and be super hard to edit the shape incase you want to. But maybe i missed something.
It depends on what your target platform is. Are you making assets for a next gen racing game, or a mobile platform? Or is it for an open world game like GTAIV? In games that are just cars, polycounts on the cars and rims tend to be very high, you could bevel and use a normal map if it makes the end result better.
Hey @DeathstrokeFTW , Nice job! You've got the primary form down! and it looks like you are beginning to work on the secondary level of detail. I am a maya guy, so I am not sure if 3Ds Max has an edge loop tool. If so, My recommendation would be to add more polygons where you need it (i.e using edge loops and extrudes)…
Well.. i wonder what makes you think so.. also Blenders does have this feature to check the distortion of a mesh to check which polygons aren't coplanar.. and as long as someone keeps extruding and scaling in a "proper" way.. i think there is no problem.. (additional mesh to show distortion.. and pulling the minimum to 0…
Easiest option would be to use more geometry on the other half and match the number of loops. It'll save you a lot more time not trying to reduce geometry that doesn't need to be reduced. You can also merge the miss matched edges on that flat shelf between the 2 parts using an edge loop going around in the middle.
Thanks, that really helps clear things up, the approach you described is a lot easier than linking a quad sphere. I tried that after your first response and while it achieved the results, it was very limited (for instance, in the actua model i'm copying, since the cylinder is conical, that means the hemisphere needs to…
A slight variation on the method above, if you want to capture more of that 'rolled' edge. If you google "Stamped steel scope" this optic is the first one to pop up. So I assumed its a stamped piece with wider more gradual edges. Having looked up references after I made it I noticed you may even make this a flat bevel…
perna I see a lot of sense in what you're saying and it coincides with what I saw someone who worked on Avatar say awhile back ... plan your sub-d so you can get it done with the minimal amount of geo possible. You can iterate faster and it's more flexible. So, in that light, is there a resource you would recommend to…
With floaters, generally, if there isnt some visible problem looking at the mesh, its going to bake correctly(or well enough). Be it a floating inset screw, or a complex floating intersection, if it looks correct and seamless in your viewport, there is no reason to think it wouldn't be seamless in your bake. As you see in…